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