use bevy_ecs::component::Component; use bevy_math::Vec3; use bevy_transform::prelude::Transform; use rodio::{Sink, SpatialSink}; /// Common interactions with an audio sink. pub trait AudioSinkPlayback { /// Gets the volume of the sound. /// /// The value `1.0` is the "normal" volume (unfiltered input). Any value /// other than `1.0` will multiply each sample by this value. /// /// If the sink is muted, this returns the managed volume rather than the /// sink's actual volume. This allows you to use the volume as if the sink /// were not muted, because a muted sink has a volume of 0. fn volume(&self) -> f32; /// Changes the volume of the sound. /// /// The value `1.0` is the "normal" volume (unfiltered input). Any value other than `1.0` /// will multiply each sample by this value. /// /// If the sink is muted, changing the volume won't unmute it, i.e. the /// sink's volume will remain at `0.0`. However, the sink will remember the /// volume change and it will be used when [`unmute`](Self::unmute) is /// called. This allows you to control the volume even when the sink is /// muted. /// /// # Note on Audio Volume /// /// An increase of 10 decibels (dB) roughly corresponds to the perceived volume doubling in intensity. /// As this function scales not the volume but the amplitude, a conversion might be necessary. /// For example, to halve the perceived volume you need to decrease the volume by 10 dB. /// This corresponds to 20log(x) = -10dB, solving x = 10^(-10/20) = 0.316. /// Multiply the current volume by 0.316 to halve the perceived volume. fn set_volume(&mut self, volume: f32); /// Gets the speed of the sound. /// /// The value `1.0` is the "normal" speed (unfiltered input). Any value other than `1.0` /// will change the play speed of the sound. fn speed(&self) -> f32; /// Changes the speed of the sound. /// /// The value `1.0` is the "normal" speed (unfiltered input). Any value other than `1.0` /// will change the play speed of the sound. fn set_speed(&self, speed: f32); /// Resumes playback of a paused sink. /// /// No effect if not paused. fn play(&self); /// Pauses playback of this sink. /// /// No effect if already paused. /// A paused sink can be resumed with [`play`](Self::play). fn pause(&self); /// Toggles playback of the sink. /// /// If the sink is paused, toggling playback resumes it. If the sink is /// playing, toggling playback pauses it. fn toggle_playback(&self) { if self.is_paused() { self.play(); } else { self.pause(); } } /// Returns true if the sink is paused. /// /// Sinks can be paused and resumed using [`pause`](Self::pause) and [`play`](Self::play). fn is_paused(&self) -> bool; /// Stops the sink. /// /// It won't be possible to restart it afterwards. fn stop(&self); /// Returns true if this sink has no more sounds to play. fn empty(&self) -> bool; /// Returns true if the sink is muted. fn is_muted(&self) -> bool; /// Mutes the sink. /// /// Muting a sink sets the volume to 0. Use [`unmute`](Self::unmute) to /// unmute the sink and restore the original volume. fn mute(&mut self); /// Unmutes the sink. /// /// Restores the volume to the value it was before it was muted. fn unmute(&mut self); /// Toggles whether the sink is muted or not. fn toggle_mute(&mut self) { if self.is_muted() { self.unmute(); } else { self.mute(); } } } /// Used to control audio during playback. /// /// Bevy inserts this component onto your entities when it begins playing an audio source. /// Use [`AudioPlayer`][crate::AudioPlayer] to trigger that to happen. /// /// You can use this component to modify the playback settings while the audio is playing. /// /// If this component is removed from an entity, and an [`AudioSource`][crate::AudioSource] is /// attached to that entity, that [`AudioSource`][crate::AudioSource] will start playing. If /// that source is unchanged, that translates to the audio restarting. #[derive(Component)] pub struct AudioSink { pub(crate) sink: Sink, /// Managed volume allows the sink to be muted without losing the user's /// intended volume setting. /// /// This is used to restore the volume when [`unmute`](Self::unmute) is /// called. /// /// If the sink is not muted, this is `None`. /// /// If the sink is muted, this is `Some(volume)` where `volume` is the /// user's intended volume setting, even if the underlying sink's volume is /// 0. pub(crate) managed_volume: Option, } impl AudioSink { /// Create a new audio sink. pub fn new(sink: Sink) -> Self { Self { sink, managed_volume: None, } } } impl AudioSinkPlayback for AudioSink { fn volume(&self) -> f32 { self.managed_volume.unwrap_or_else(|| self.sink.volume()) } fn set_volume(&mut self, volume: f32) { if self.is_muted() { self.managed_volume = Some(volume); } else { self.sink.set_volume(volume); } } fn speed(&self) -> f32 { self.sink.speed() } fn set_speed(&self, speed: f32) { self.sink.set_speed(speed); } fn play(&self) { self.sink.play(); } fn pause(&self) { self.sink.pause(); } fn is_paused(&self) -> bool { self.sink.is_paused() } fn stop(&self) { self.sink.stop(); } fn empty(&self) -> bool { self.sink.empty() } fn is_muted(&self) -> bool { self.managed_volume.is_some() } fn mute(&mut self) { self.managed_volume = Some(self.volume()); self.sink.set_volume(0.0); } fn unmute(&mut self) { if let Some(volume) = self.managed_volume.take() { self.sink.set_volume(volume); } } } /// Used to control spatial audio during playback. /// /// Bevy inserts this component onto your entities when it begins playing an audio source /// that's configured to use spatial audio. /// /// You can use this component to modify the playback settings while the audio is playing. /// /// If this component is removed from an entity, and a [`AudioSource`][crate::AudioSource] is /// attached to that entity, that [`AudioSource`][crate::AudioSource] will start playing. If /// that source is unchanged, that translates to the audio restarting. #[derive(Component)] pub struct SpatialAudioSink { pub(crate) sink: SpatialSink, /// Managed volume allows the sink to be muted without losing the user's /// intended volume setting. /// /// This is used to restore the volume when [`unmute`](Self::unmute) is /// called. /// /// If the sink is not muted, this is `None`. /// /// If the sink is muted, this is `Some(volume)` where `volume` is the /// user's intended volume setting, even if the underlying sink's volume is /// 0. pub(crate) managed_volume: Option, } impl SpatialAudioSink { /// Create a new spatial audio sink. pub fn new(sink: SpatialSink) -> Self { Self { sink, managed_volume: None, } } } impl AudioSinkPlayback for SpatialAudioSink { fn volume(&self) -> f32 { self.managed_volume.unwrap_or_else(|| self.sink.volume()) } fn set_volume(&mut self, volume: f32) { if self.is_muted() { self.managed_volume = Some(volume); } else { self.sink.set_volume(volume); } } fn speed(&self) -> f32 { self.sink.speed() } fn set_speed(&self, speed: f32) { self.sink.set_speed(speed); } fn play(&self) { self.sink.play(); } fn pause(&self) { self.sink.pause(); } fn is_paused(&self) -> bool { self.sink.is_paused() } fn stop(&self) { self.sink.stop(); } fn empty(&self) -> bool { self.sink.empty() } fn is_muted(&self) -> bool { self.managed_volume.is_some() } fn mute(&mut self) { self.managed_volume = Some(self.volume()); self.sink.set_volume(0.0); } fn unmute(&mut self) { if let Some(volume) = self.managed_volume.take() { self.sink.set_volume(volume); } } } impl SpatialAudioSink { /// Set the two ears position. pub fn set_ears_position(&self, left_position: Vec3, right_position: Vec3) { self.sink.set_left_ear_position(left_position.to_array()); self.sink.set_right_ear_position(right_position.to_array()); } /// Set the listener position, with an ear on each side separated by `gap`. pub fn set_listener_position(&self, position: Transform, gap: f32) { self.set_ears_position( position.translation + position.left() * gap / 2.0, position.translation + position.right() * gap / 2.0, ); } /// Set the emitter position. pub fn set_emitter_position(&self, position: Vec3) { self.sink.set_emitter_position(position.to_array()); } } #[cfg(test)] mod tests { use rodio::Sink; use super::*; fn test_audio_sink_playback(mut audio_sink: T) { // Test volume assert_eq!(audio_sink.volume(), 1.0); // default volume audio_sink.set_volume(0.5); assert_eq!(audio_sink.volume(), 0.5); audio_sink.set_volume(1.0); assert_eq!(audio_sink.volume(), 1.0); // Test speed assert_eq!(audio_sink.speed(), 1.0); // default speed audio_sink.set_speed(0.5); assert_eq!(audio_sink.speed(), 0.5); audio_sink.set_speed(1.0); assert_eq!(audio_sink.speed(), 1.0); // Test playback assert!(!audio_sink.is_paused()); // default pause state audio_sink.pause(); assert!(audio_sink.is_paused()); audio_sink.play(); assert!(!audio_sink.is_paused()); // Test toggle playback audio_sink.pause(); // start paused audio_sink.toggle_playback(); assert!(!audio_sink.is_paused()); audio_sink.toggle_playback(); assert!(audio_sink.is_paused()); // Test mute assert!(!audio_sink.is_muted()); // default mute state audio_sink.mute(); assert!(audio_sink.is_muted()); audio_sink.unmute(); assert!(!audio_sink.is_muted()); // Test volume with mute audio_sink.set_volume(0.5); audio_sink.mute(); assert_eq!(audio_sink.volume(), 0.5); // returns managed volume even though sink volume is 0 audio_sink.unmute(); assert_eq!(audio_sink.volume(), 0.5); // managed volume is restored // Test toggle mute audio_sink.toggle_mute(); assert!(audio_sink.is_muted()); audio_sink.toggle_mute(); assert!(!audio_sink.is_muted()); } #[test] fn test_audio_sink() { let (sink, _queue_rx) = Sink::new_idle(); let audio_sink = AudioSink::new(sink); test_audio_sink_playback(audio_sink); } }