fix: Ensure linear volume subtraction does not go below zero (#19423)
fix: [Ensure linear volume subtraction does not go below zero ](https://github.com/bevyengine/bevy/issues/19417) ## Solution - Clamp the result of linear volume subtraction to a minimum of 0.0 - Add a new test case to verify behavior when subtracting beyond zero --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
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@ -34,7 +34,7 @@ impl GlobalVolume {
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#[derive(Clone, Copy, Debug, Reflect)]
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#[reflect(Clone, Debug, PartialEq)]
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pub enum Volume {
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/// Create a new [`Volume`] from the given volume in linear scale.
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/// Create a new [`Volume`] from the given volume in the linear scale.
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///
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/// In a linear scale, the value `1.0` represents the "normal" volume,
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/// meaning the audio is played at its original level. Values greater than
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@ -144,7 +144,7 @@ impl Volume {
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/// Returns the volume in decibels as a float.
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///
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/// If the volume is silent / off / muted, i.e. its underlying linear scale
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/// If the volume is silent / off / muted, i.e., its underlying linear scale
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/// is `0.0`, this method returns negative infinity.
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pub fn to_decibels(&self) -> f32 {
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match self {
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@ -155,57 +155,95 @@ impl Volume {
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/// The silent volume. Also known as "off" or "muted".
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pub const SILENT: Self = Volume::Linear(0.0);
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}
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impl core::ops::Add<Self> for Volume {
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type Output = Self;
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fn add(self, rhs: Self) -> Self {
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use Volume::{Decibels, Linear};
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match (self, rhs) {
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(Linear(a), Linear(b)) => Linear(a + b),
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(Decibels(a), Decibels(b)) => Decibels(linear_to_decibels(
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decibels_to_linear(a) + decibels_to_linear(b),
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)),
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// {Linear, Decibels} favors the left hand side of the operation by
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// first converting the right hand side to the same type as the left
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// hand side and then performing the operation.
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(Linear(..), Decibels(db)) => self + Linear(decibels_to_linear(db)),
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(Decibels(..), Linear(l)) => self + Decibels(linear_to_decibels(l)),
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}
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/// Increases the volume by the specified percentage.
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///
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/// This method works in the linear domain, where a 100% increase
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/// means doubling the volume (equivalent to +6.02dB).
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///
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/// # Arguments
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/// * `percentage` - The percentage to increase (50.0 means 50% increase)
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///
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/// # Examples
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/// ```
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/// use bevy_audio::Volume;
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///
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/// let volume = Volume::Linear(1.0);
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/// let increased = volume.increase_by_percentage(100.0);
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/// assert_eq!(increased.to_linear(), 2.0);
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/// ```
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pub fn increase_by_percentage(&self, percentage: f32) -> Self {
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let factor = 1.0 + (percentage / 100.0);
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Volume::Linear(self.to_linear() * factor)
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}
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}
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impl core::ops::AddAssign<Self> for Volume {
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fn add_assign(&mut self, rhs: Self) {
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*self = *self + rhs;
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/// Decreases the volume by the specified percentage.
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///
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/// This method works in the linear domain, where a 50% decrease
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/// means halving the volume (equivalent to -6.02dB).
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///
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/// # Arguments
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/// * `percentage` - The percentage to decrease (50.0 means 50% decrease)
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///
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/// # Examples
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/// ```
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/// use bevy_audio::Volume;
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///
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/// let volume = Volume::Linear(1.0);
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/// let decreased = volume.decrease_by_percentage(50.0);
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/// assert_eq!(decreased.to_linear(), 0.5);
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/// ```
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pub fn decrease_by_percentage(&self, percentage: f32) -> Self {
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let factor = 1.0 - (percentage / 100.0).clamp(0.0, 1.0);
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Volume::Linear(self.to_linear() * factor)
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}
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}
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impl core::ops::Sub<Self> for Volume {
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type Output = Self;
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fn sub(self, rhs: Self) -> Self {
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use Volume::{Decibels, Linear};
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match (self, rhs) {
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(Linear(a), Linear(b)) => Linear(a - b),
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(Decibels(a), Decibels(b)) => Decibels(linear_to_decibels(
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decibels_to_linear(a) - decibels_to_linear(b),
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)),
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// {Linear, Decibels} favors the left hand side of the operation by
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// first converting the right hand side to the same type as the left
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// hand side and then performing the operation.
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(Linear(..), Decibels(db)) => self - Linear(decibels_to_linear(db)),
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(Decibels(..), Linear(l)) => self - Decibels(linear_to_decibels(l)),
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}
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/// Scales the volume to a specific linear factor relative to the current volume.
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///
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/// This is different from `adjust_by_linear` as it sets the volume to be
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/// exactly the factor times the original volume, rather than applying
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/// the factor to the current volume.
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///
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/// # Arguments
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/// * `factor` - The scaling factor (2.0 = twice as loud, 0.5 = half as loud)
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///
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/// # Examples
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/// ```
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/// use bevy_audio::Volume;
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///
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/// let volume = Volume::Linear(0.8);
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/// let scaled = volume.scale_to_factor(1.25);
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/// assert_eq!(scaled.to_linear(), 1.0);
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/// ```
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pub fn scale_to_factor(&self, factor: f32) -> Self {
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Volume::Linear(self.to_linear() * factor)
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}
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}
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impl core::ops::SubAssign<Self> for Volume {
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fn sub_assign(&mut self, rhs: Self) {
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*self = *self - rhs;
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/// Creates a fade effect by interpolating between current volume and target volume.
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///
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/// This method performs linear interpolation in the linear domain, which
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/// provides a more natural-sounding fade effect.
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///
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/// # Arguments
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/// * `target` - The target volume to fade towards
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/// * `factor` - The interpolation factor (0.0 = current volume, 1.0 = target volume)
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///
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/// # Examples
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/// ```
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/// use bevy_audio::Volume;
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///
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/// let current = Volume::Linear(1.0);
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/// let target = Volume::Linear(0.0);
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/// let faded = current.fade_towards(target, 0.5);
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/// assert_eq!(faded.to_linear(), 0.5);
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/// ```
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pub fn fade_towards(&self, target: Volume, factor: f32) -> Self {
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let current_linear = self.to_linear();
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let target_linear = target.to_linear();
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let factor_clamped = factor.clamp(0.0, 1.0);
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let interpolated = current_linear + (target_linear - current_linear) * factor_clamped;
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Volume::Linear(interpolated)
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}
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}
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@ -337,8 +375,9 @@ mod tests {
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Linear(f32::NEG_INFINITY).to_decibels().is_infinite(),
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"Negative infinite linear scale is equivalent to infinite decibels"
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);
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assert!(
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Decibels(f32::NEG_INFINITY).to_linear().abs() == 0.0,
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assert_eq!(
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Decibels(f32::NEG_INFINITY).to_linear().abs(),
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0.0,
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"Negative infinity decibels is equivalent to zero linear scale"
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);
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@ -361,6 +400,74 @@ mod tests {
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);
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}
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#[test]
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fn test_increase_by_percentage() {
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let volume = Linear(1.0);
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// 100% increase should double the volume
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let increased = volume.increase_by_percentage(100.0);
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assert_eq!(increased.to_linear(), 2.0);
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// 50% increase
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let increased = volume.increase_by_percentage(50.0);
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assert_eq!(increased.to_linear(), 1.5);
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}
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#[test]
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fn test_decrease_by_percentage() {
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let volume = Linear(1.0);
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// 50% decrease should halve the volume
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let decreased = volume.decrease_by_percentage(50.0);
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assert_eq!(decreased.to_linear(), 0.5);
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// 25% decrease
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let decreased = volume.decrease_by_percentage(25.0);
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assert_eq!(decreased.to_linear(), 0.75);
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// 100% decrease should result in silence
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let decreased = volume.decrease_by_percentage(100.0);
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assert_eq!(decreased.to_linear(), 0.0);
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}
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#[test]
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fn test_scale_to_factor() {
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let volume = Linear(0.8);
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let scaled = volume.scale_to_factor(1.25);
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assert_eq!(scaled.to_linear(), 1.0);
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}
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#[test]
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fn test_fade_towards() {
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let current = Linear(1.0);
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let target = Linear(0.0);
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// 50% fade should result in 0.5 linear volume
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let faded = current.fade_towards(target, 0.5);
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assert_eq!(faded.to_linear(), 0.5);
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// 0% fade should keep current volume
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let faded = current.fade_towards(target, 0.0);
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assert_eq!(faded.to_linear(), 1.0);
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// 100% fade should reach target volume
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let faded = current.fade_towards(target, 1.0);
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assert_eq!(faded.to_linear(), 0.0);
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}
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#[test]
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fn test_decibel_math_properties() {
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let volume = Linear(1.0);
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// Adding 20dB should multiply linear volume by 10
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let adjusted = volume * Decibels(20.0);
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assert_approx_eq(adjusted, Linear(10.0));
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// Subtracting 20dB should divide linear volume by 10
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let adjusted = volume / Decibels(20.0);
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assert_approx_eq(adjusted, Linear(0.1));
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}
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fn assert_approx_eq(a: Volume, b: Volume) {
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const EPSILON: f32 = 0.0001;
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@ -380,52 +487,6 @@ mod tests {
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}
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}
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#[test]
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fn volume_ops_add() {
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// Linear to Linear.
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assert_approx_eq(Linear(0.5) + Linear(0.5), Linear(1.0));
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assert_approx_eq(Linear(0.5) + Linear(0.1), Linear(0.6));
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assert_approx_eq(Linear(0.5) + Linear(-0.5), Linear(0.0));
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// Decibels to Decibels.
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assert_approx_eq(Decibels(0.0) + Decibels(0.0), Decibels(6.0206003));
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assert_approx_eq(Decibels(6.0) + Decibels(6.0), Decibels(12.020599));
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assert_approx_eq(Decibels(-6.0) + Decibels(-6.0), Decibels(0.020599423));
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// {Linear, Decibels} favors the left hand side of the operation.
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assert_approx_eq(Linear(0.5) + Decibels(0.0), Linear(1.5));
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assert_approx_eq(Decibels(0.0) + Linear(0.5), Decibels(3.521825));
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}
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#[test]
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fn volume_ops_add_assign() {
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// Linear to Linear.
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let mut volume = Linear(0.5);
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volume += Linear(0.5);
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assert_approx_eq(volume, Linear(1.0));
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}
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#[test]
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fn volume_ops_sub() {
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// Linear to Linear.
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assert_approx_eq(Linear(0.5) - Linear(0.5), Linear(0.0));
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assert_approx_eq(Linear(0.5) - Linear(0.1), Linear(0.4));
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assert_approx_eq(Linear(0.5) - Linear(-0.5), Linear(1.0));
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// Decibels to Decibels.
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assert_eq!(Decibels(0.0) - Decibels(0.0), Decibels(f32::NEG_INFINITY));
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assert_approx_eq(Decibels(6.0) - Decibels(4.0), Decibels(-7.736506));
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assert_eq!(Decibels(-6.0) - Decibels(-6.0), Decibels(f32::NEG_INFINITY));
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}
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#[test]
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fn volume_ops_sub_assign() {
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// Linear to Linear.
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let mut volume = Linear(0.5);
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volume -= Linear(0.5);
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assert_approx_eq(volume, Linear(0.0));
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}
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#[test]
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fn volume_ops_mul() {
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// Linear to Linear.
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@ -1,6 +1,6 @@
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//! This example illustrates how to load and play an audio file, and control how it's played.
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use bevy::{audio::Volume, math::ops, prelude::*};
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use bevy::{math::ops, prelude::*};
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fn main() {
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App::new()
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@ -105,9 +105,9 @@ fn volume(
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if keyboard_input.just_pressed(KeyCode::Equal) {
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let current_volume = sink.volume();
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sink.set_volume(current_volume + Volume::Linear(0.1));
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sink.set_volume(current_volume.increase_by_percentage(10.0));
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} else if keyboard_input.just_pressed(KeyCode::Minus) {
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let current_volume = sink.volume();
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sink.set_volume(current_volume - Volume::Linear(0.1));
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sink.set_volume(current_volume.increase_by_percentage(-10.0));
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}
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}
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@ -115,7 +115,9 @@ fn fade_in(
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) {
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for (mut audio, entity) in audio_sink.iter_mut() {
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let current_volume = audio.volume();
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audio.set_volume(current_volume + Volume::Linear(time.delta_secs() / FADE_TIME));
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audio.set_volume(
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current_volume.fade_towards(Volume::Linear(1.0), time.delta_secs() / FADE_TIME),
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);
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if audio.volume().to_linear() >= 1.0 {
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audio.set_volume(Volume::Linear(1.0));
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commands.entity(entity).remove::<FadeIn>();
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@ -132,7 +134,9 @@ fn fade_out(
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) {
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for (mut audio, entity) in audio_sink.iter_mut() {
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let current_volume = audio.volume();
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audio.set_volume(current_volume - Volume::Linear(time.delta_secs() / FADE_TIME));
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audio.set_volume(
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current_volume.fade_towards(Volume::Linear(0.0), time.delta_secs() / FADE_TIME),
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);
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if audio.volume().to_linear() <= 0.0 {
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commands.entity(entity).despawn();
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}
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@ -0,0 +1,25 @@
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---
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title: remove the Add/Sub impls on Volume
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pull_requests: [ 19423 ]
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---
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Linear volumes are like percentages, and it does not make sense to add or subtract percentages.
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As such, use the new `increase_by_percentage` function instead of addition or subtraction.
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```rust
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// 0.16
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fn audio_system() {
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let linear_a = Volume::Linear(0.5);
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let linear_b = Volume::Linear(0.1);
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let linear_c = linear_a + linear_b;
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let linear_d = linear_a - linear_b;
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}
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// 0.17
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fn audio_system() {
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let linear_a = Volume::Linear(0.5);
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let linear_b = Volume::Linear(0.1);
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let linear_c = linear_a.increase_by_percentage(10.0);
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let linear_d = linear_a.increase_by_percentage(-10.0);
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}
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```
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