Commit Graph

10 Commits

Author SHA1 Message Date
Emi
3527288342
Fixing some doc comments (#9646)
# Objective
I've been collecting some mistakes in the documentation and fixed them

---------

Co-authored-by: Emi <emanuel.boehm@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-08-31 19:05:49 +00:00
Ida "Iyes
fb4c21e3e6
bevy_audio: ECS-based API redesign (#8424)
# Objective

Improve the `bevy_audio` API to make it more user-friendly and
ECS-idiomatic. This PR is a first-pass at addressing some of the most
obvious (to me) problems. In the interest of keeping the scope small,
further improvements can be done in future PRs.

The current `bevy_audio` API is very clunky to work with, due to how it
(ab)uses bevy assets to represent audio sinks.

The user needs to write a lot of boilerplate (accessing
`Res<Assets<AudioSink>>`) and deal with a lot of cognitive overhead
(worry about strong vs. weak handles, etc.) in order to control audio
playback.

Audio playback is initiated via a centralized `Audio` resource, which
makes it difficult to keep track of many different sounds playing in a
typical game.

Further, everything carries a generic type parameter for the sound
source type, making it difficult to mix custom sound sources (such as
procedurally generated audio or unofficial formats) with regular audio
assets.

Let's fix these issues.

## Solution

Refactor `bevy_audio` to a more idiomatic ECS API. Remove the `Audio`
resource. Do everything via entities and components instead.

Audio playback data is now stored in components:
- `PlaybackSettings`, `SpatialSettings`, `Handle<AudioSource>` are now
components. The user inserts them to tell Bevy to play a sound and
configure the initial playback parameters.
- `AudioSink`, `SpatialAudioSink` are now components instead of special
magical "asset" types. They are inserted by Bevy when it actually begins
playing the sound, and can be queried for by the user in order to
control the sound during playback.

Bundles: `AudioBundle` and `SpatialAudioBundle` are available to make it
easy for users to play sounds. Spawn an entity with one of these bundles
(or insert them to a complex entity alongside other stuff) to play a
sound.

Each entity represents a sound to be played.

There is also a new "auto-despawn" feature (activated using
`PlaybackSettings`), which, if enabled, tells Bevy to despawn entities
when the sink playback finishes. This allows for "fire-and-forget" sound
playback. Users can simply
spawn entities whenever they want to play sounds and not have to worry
about leaking memory.

## Unsolved Questions

I think the current design is *fine*. I'd be happy for it to be merged.
It has some possibly-surprising usability pitfalls, but I think it is
still much better than the old `bevy_audio`. Here are some discussion
questions for things that we could further improve. I'm undecided on
these questions, which is why I didn't implement them. We should decide
which of these should be addressed in this PR, and what should be left
for future PRs. Or if they should be addressed at all.

### What happens when sounds start playing?

Currently, the audio sink components are inserted and the bundle
components are kept. Should Bevy remove the bundle components? Something
else?

The current design allows an entity to be reused for playing the same
sound with the same parameters repeatedly. This is a niche use case I'd
like to be supported, but if we have to give it up for a simpler design,
I'd be fine with that.

### What happens if users remove any of the components themselves?

As described above, currently, entities can be reused. Removing the
audio sink causes it to be "detached" (I kept the old `Drop` impl), so
the sound keeps playing. However, if the audio bundle components are not
removed, Bevy will detect this entity as a "queued" sound entity again
(has the bundle compoenents, without a sink component), just like before
playing the sound the first time, and start playing the sound again.

This behavior might be surprising? Should we do something different?

### Should mutations to `PlaybackSettings` be applied to the audio sink?

We currently do not do that. `PlaybackSettings` is just for the initial
settings when the sound starts playing. This is clearly documented.

Do we want to keep this behavior, or do we want to allow users to use
`PlaybackSettings` instead of `AudioSink`/`SpatialAudioSink` to control
sounds during playback too?

I think I prefer for them to be kept separate. It is not a bad mental
model once you understand it, and it is documented.

### Should `AudioSink` and `SpatialAudioSink` be unified into a single
component type?

They provide a similar API (via the `AudioSinkPlayback` trait) and it
might be annoying for users to have to deal with both of them. The
unification could be done using an enum that is matched on internally by
the methods. Spatial audio has extra features, so this might make it
harder to access. I think we shouldn't.

### Automatic synchronization of spatial sound properties from
Transforms?

Should Bevy automatically apply changes to Transforms to spatial audio
entities? How do we distinguish between listener and emitter? Which one
does the transform represent? Where should the other one come from?

Alternatively, leave this problem for now, and address it in a future
PR. Or do nothing, and let users deal with it, as shown in the
`spatial_audio_2d` and `spatial_audio_3d` examples.

---

## Changelog

Added:
- `AudioBundle`/`SpatialAudioBundle`, add them to entities to play
sounds.

Removed:
 - The `Audio` resource.
 - `AudioOutput` is no longer `pub`.

Changed:
 - `AudioSink`, `SpatialAudioSink` are now components instead of assets.

## Migration Guide

// TODO: write a more detailed migration guide, after the "unsolved
questions" are answered and this PR is finalized.

Before:

```rust

/// Need to store handles somewhere
#[derive(Resource)]
struct MyMusic {
    sink: Handle<AudioSink>,
}

fn play_music(
    asset_server: Res<AssetServer>,
    audio: Res<Audio>,
    audio_sinks: Res<Assets<AudioSink>>,
    mut commands: Commands,
) {
    let weak_handle = audio.play_with_settings(
        asset_server.load("music.ogg"),
        PlaybackSettings::LOOP.with_volume(0.5),
    );
    // upgrade to strong handle and store it
    commands.insert_resource(MyMusic {
        sink: audio_sinks.get_handle(weak_handle),
    });
}

fn toggle_pause_music(
    audio_sinks: Res<Assets<AudioSink>>,
    mymusic: Option<Res<MyMusic>>,
) {
    if let Some(mymusic) = &mymusic {
        if let Some(sink) = audio_sinks.get(&mymusic.sink) {
            sink.toggle();
        }
    }
}
```

Now:

```rust
/// Marker component for our music entity
#[derive(Component)]
struct MyMusic;

fn play_music(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
) {
    commands.spawn((
        AudioBundle::from_audio_source(asset_server.load("music.ogg"))
            .with_settings(PlaybackSettings::LOOP.with_volume(0.5)),
        MyMusic,
    ));
}

fn toggle_pause_music(
    // `AudioSink` will be inserted by Bevy when the audio starts playing
    query_music: Query<&AudioSink, With<MyMusic>>,
) {
    if let Ok(sink) = query.get_single() {
        sink.toggle();
    }
}
```
2023-07-07 23:01:17 +00:00
Liam Gallagher
dff071c2a8
Ability to set a Global Volume (#7706)
# Objective

Adds a new resource to control a global volume.
Fixes #7690

---

## Solution

Added a new resource to control global volume, this is then multiplied
with an audio sources volume to get the output volume, individual audio
sources can opt out of this my enabling the `absolute_volume` field in
`PlaybackSettings`.

---

## Changelog

### Added
- `GlobalVolume` a resource to control global volume (in prelude).
- `global_volume` field to `AudioPlugin` or setting the initial value of
`GlobalVolume`.
- `Volume` enum that can be `Relative` or `Absolute`.
- `VolumeLevel` struct for defining a volume level.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-04-10 14:08:43 +00:00
François
ca1802b774 Basic spatial audio (#6028)
# Objective

- Add basic spatial audio support to Bevy
  - this is what rodio supports, so no HRTF, just simple stereo channel manipulation
  - no "built-in" ECS support: `Emitter` and `Listener` should be components that would automatically update the positions

This PR goal is to just expose rodio functionality, made possible with the recent update to rodio 0.16. A proper ECS integration opens a lot more questions, and would probably require an RFC

Also updates rodio and fixes #6122
2023-02-20 15:31:07 +00:00
ira
992681b59b Make Resource trait opt-in, requiring #[derive(Resource)] V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.

While ergonomic, this results in several drawbacks:

* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
 * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
   *ira: My commits are not as well organized :')*
 * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
 * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.

## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.

## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.

If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.

`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.


Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
François
e8cd2fc727 Audio control at start of playback (#4110)
# Objective

- While playing with volume, I noticed that when setting the volume just after playback start, I still get a few milliseconds at normal volume

## Solution

- Replace `play_in_loop` with `play_with_settings` that allows from more controls
- Adds a `PlaybackSettings` to specify the settings from start. Can be used: `PlaybackSettings::LOOP.with_volume(0.75)`
2022-04-08 23:12:30 +00:00
François
b21c69c60e Audio control - play, pause, volume, speed, loop (#3948)
# Objective

- Add ways to control how audio is played

## Solution

- playing a sound will return a (weak) handle to an asset that can be used to control playback
- if the asset is dropped, it will detach the sink (same behaviour as now)
2022-03-01 01:12:11 +00:00
Niklas Eicker
f9b51ca602 Complete inline documentation for bevy_audio (#3510)
# Objective
Part of #3492 

- Complete inline documentation of `bevy_audio`

## Solution

- Added inline documentation to all public parts of `bevy_audio`
- Added a few inline examples at important places
- Some renaming for clarity (e.g. `AudioLoader` and generics)
- added `#![warn(missing_docs)]` and `#![forbid(unsafe_code)]` to `bevy_audio`

I also tried adding support for the other vorbis file endings `.oga` and `.spx` to the `AudioLoader` (see `file endings` at https://tools.ietf.org/html/rfc5334#section-10.3), but the `rodio` decoder does not seem to support those.
2022-01-05 22:30:15 +00:00
Carter Anderson
704a116778
fix scene loading (#988) 2020-12-03 13:57:36 -08:00
Dashiell Elliott
0dbba3efff
Migrate to rodio 0.12 using thread local resources (#692)
Migrate to rodio 0.12 using thread local resources
2020-10-20 11:44:50 -07:00