bevy/crates/bevy_audio/src/sinks.rs
Taj Holliday 2affecdb07
Audio sink seek adopted (#18971)
Adopted #13869 

# Objective

Fixes #9076 

## Solution

Using `rodio`'s `try_seek`

## Testing

@ivanstepanovftw added a `seek` system using `AudioSink` to the
`audio_control.rs` example. I got it working with .mp3 files, but rodio
doesn't support seeking for .ogg and .flac files, so I removed it from
the commit (since the assets folder only has .ogg files). Another thing
to note is that `try_seek` fails when using `PlaybackMode::Loop`, as
`rodio::source::buffered::Buffered` doesn't support `try_seek`. I
haven't tested `SpatialAudioSink`.

## Notes

I copied the docs for `try_seek` verbatim from `rodio`, and re-exported
`rodio::source::SeekError`. I'm not completely confident in those
decisions, please let me know if I'm doing anything wrong.

</details>

---------

Co-authored-by: Ivan Stepanov <ivanstepanovftw@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
Co-authored-by: François Mockers <mockersf@gmail.com>
2025-05-03 11:29:38 +00:00

404 lines
12 KiB
Rust

use crate::Volume;
use bevy_ecs::component::Component;
use bevy_math::Vec3;
use bevy_transform::prelude::Transform;
use core::time::Duration;
pub use rodio::source::SeekError;
use rodio::{Sink, SpatialSink};
/// Common interactions with an audio sink.
pub trait AudioSinkPlayback {
/// Gets the volume of the sound as a [`Volume`].
///
/// If the sink is muted, this returns the managed volume rather than the
/// sink's actual volume. This allows you to use the returned volume as if
/// the sink were not muted, because a muted sink has a physical volume of
/// 0.
fn volume(&self) -> Volume;
/// Changes the volume of the sound to the given [`Volume`].
///
/// If the sink is muted, changing the volume won't unmute it, i.e. the
/// sink's volume will remain "off" / "muted". 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.
fn set_volume(&mut self, volume: Volume);
/// 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);
/// Attempts to seek to a given position in the current source.
///
/// This blocks between 0 and ~5 milliseconds.
///
/// As long as the duration of the source is known, seek is guaranteed to saturate
/// at the end of the source. For example given a source that reports a total duration
/// of 42 seconds calling `try_seek()` with 60 seconds as argument will seek to
/// 42 seconds.
///
/// # Errors
/// This function will return [`SeekError::NotSupported`] if one of the underlying
/// sources does not support seeking.
///
/// It will return an error if an implementation ran
/// into one during the seek.
///
/// When seeking beyond the end of a source, this
/// function might return an error if the duration of the source is not known.
fn try_seek(&self, pos: Duration) -> Result<(), SeekError>;
/// 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<Volume>,
}
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) -> Volume {
self.managed_volume
.unwrap_or_else(|| Volume::Linear(self.sink.volume()))
}
fn set_volume(&mut self, volume: Volume) {
if self.is_muted() {
self.managed_volume = Some(volume);
} else {
self.sink.set_volume(volume.to_linear());
}
}
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 try_seek(&self, pos: Duration) -> Result<(), SeekError> {
self.sink.try_seek(pos)
}
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.to_linear());
}
}
}
/// 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<Volume>,
}
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) -> Volume {
self.managed_volume
.unwrap_or_else(|| Volume::Linear(self.sink.volume()))
}
fn set_volume(&mut self, volume: Volume) {
if self.is_muted() {
self.managed_volume = Some(volume);
} else {
self.sink.set_volume(volume.to_linear());
}
}
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 try_seek(&self, pos: Duration) -> Result<(), SeekError> {
self.sink.try_seek(pos)
}
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.to_linear());
}
}
}
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<T: AudioSinkPlayback>(mut audio_sink: T) {
// Test volume
assert_eq!(audio_sink.volume(), Volume::Linear(1.0)); // default volume
audio_sink.set_volume(Volume::Linear(0.5));
assert_eq!(audio_sink.volume(), Volume::Linear(0.5));
audio_sink.set_volume(Volume::Linear(1.0));
assert_eq!(audio_sink.volume(), Volume::Linear(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(Volume::Linear(0.5));
audio_sink.mute();
assert_eq!(audio_sink.volume(), Volume::Linear(0.5)); // returns managed volume even though sink volume is 0
audio_sink.unmute();
assert_eq!(audio_sink.volume(), Volume::Linear(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);
}
}