92 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			92 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to load and play an audio file, and control where the sounds seems to come from.
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use bevy::{prelude::*, sprite::MaterialMesh2dBundle};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .add_systems(Update, update_positions)
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        .run();
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}
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/// Spatial audio uses the distance to attenuate the sound volume. In 2D with the default camera, 1 pixel is 1 unit of distance,
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/// so we use a scale so that 100 pixels is 1 unit of distance for audio.
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const AUDIO_SCALE: f32 = 100.0;
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fn setup(
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    mut commands: Commands,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<ColorMaterial>>,
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    asset_server: Res<AssetServer>,
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    audio: Res<Audio>,
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    audio_sinks: Res<Assets<SpatialAudioSink>>,
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) {
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    // Space between the two ears
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    let gap = 400.0;
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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_spatial_with_settings(
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        music,
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        PlaybackSettings::LOOP,
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        Transform::IDENTITY,
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        gap / AUDIO_SCALE,
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        Vec3::ZERO,
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    ));
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    commands.insert_resource(AudioController(handle));
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    // left ear
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    commands.spawn(SpriteBundle {
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        sprite: Sprite {
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            color: Color::RED,
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            custom_size: Some(Vec2::splat(20.0)),
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            ..default()
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        },
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        transform: Transform::from_xyz(-gap / 2.0, 0.0, 0.0),
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        ..default()
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    });
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    // right ear
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    commands.spawn(SpriteBundle {
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        sprite: Sprite {
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            color: Color::GREEN,
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            custom_size: Some(Vec2::splat(20.0)),
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            ..default()
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        },
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        transform: Transform::from_xyz(gap / 2.0, 0.0, 0.0),
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        ..default()
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    });
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    // sound emitter
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    commands.spawn((
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        MaterialMesh2dBundle {
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            mesh: meshes.add(shape::Circle::new(15.0).into()).into(),
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            material: materials.add(ColorMaterial::from(Color::BLUE)),
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            transform: Transform::from_translation(Vec3::new(0.0, 50.0, 0.0)),
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            ..default()
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        },
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        Emitter,
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    ));
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    // camera
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    commands.spawn(Camera2dBundle::default());
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}
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#[derive(Component)]
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struct Emitter;
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#[derive(Resource)]
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struct AudioController(Handle<SpatialAudioSink>);
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fn update_positions(
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    audio_sinks: Res<Assets<SpatialAudioSink>>,
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    music_controller: Res<AudioController>,
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    time: Res<Time>,
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    mut emitter: Query<&mut Transform, With<Emitter>>,
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) {
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    if let Some(sink) = audio_sinks.get(&music_controller.0) {
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        let mut emitter_transform = emitter.single_mut();
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        emitter_transform.translation.x = time.elapsed_seconds().sin() * 500.0;
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        sink.set_emitter_position(emitter_transform.translation / AUDIO_SCALE);
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    }
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}
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