bevy/examples/audio/audio_control.rs
Mark Schmale 1ba7429371 Doc/module style doc blocks for examples (#4438)
# Objective

Provide a starting point for #3951, or a partial solution. 
Providing a few comment blocks to discuss, and hopefully find better one in the process. 

## Solution

Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. 

## Changelog

- Moved some existing comments from main() functions in the 2d examples to the file header level
- Wrote some more comment blocks for most other 2d examples

TODO: 
- [x] 2d/sprite_sheet, wasnt able to come up with something good yet 
- [x] all other example groups...


Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. 
I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
2022-05-16 13:53:20 +00:00

67 lines
1.8 KiB
Rust

//! This example illustrates how to load and play an audio file, and control how it's played.
use bevy::{audio::AudioSink, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(update_speed)
.add_system(pause)
.add_system(volume)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
audio: Res<Audio>,
audio_sinks: Res<Assets<AudioSink>>,
) {
let music = asset_server.load("sounds/Windless Slopes.ogg");
let handle = audio_sinks.get_handle(audio.play(music));
commands.insert_resource(MusicController(handle));
}
struct MusicController(Handle<AudioSink>);
fn update_speed(
audio_sinks: Res<Assets<AudioSink>>,
music_controller: Res<MusicController>,
time: Res<Time>,
) {
if let Some(sink) = audio_sinks.get(&music_controller.0) {
sink.set_speed(((time.seconds_since_startup() / 5.0).sin() as f32 + 1.0).max(0.1));
}
}
fn pause(
keyboard_input: Res<Input<KeyCode>>,
audio_sinks: Res<Assets<AudioSink>>,
music_controller: Res<MusicController>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
if let Some(sink) = audio_sinks.get(&music_controller.0) {
if sink.is_paused() {
sink.play()
} else {
sink.pause()
}
}
}
}
fn volume(
keyboard_input: Res<Input<KeyCode>>,
audio_sinks: Res<Assets<AudioSink>>,
music_controller: Res<MusicController>,
) {
if let Some(sink) = audio_sinks.get(&music_controller.0) {
if keyboard_input.just_pressed(KeyCode::Plus) {
sink.set_volume(sink.volume() + 0.1);
} else if keyboard_input.just_pressed(KeyCode::Minus) {
sink.set_volume(sink.volume() - 0.1);
}
}
}