
# Objective - Allow users to configure volume using decibels by changing the `Volume` type from newtyping an `f32` to an enum with `Linear` and `Decibels` variants. - Fixes #9507. - Alternative reworked version of closed #9582. ## Solution Compared to https://github.com/bevyengine/bevy/pull/9582, this PR has the following main differences: 1. It uses the term "linear scale" instead of "amplitude" per https://github.com/bevyengine/bevy/pull/9582/files#r1513529491. 2. Supports `ops` for doing `Volume` arithmetic. Can add two volumes, e.g. to increase/decrease the current volume. Can multiply two volumes, e.g. to get the “effective” volume of an audio source considering global volume. [requested and blessed on Discord]: https://discord.com/channels/691052431525675048/749430447326625812/1318272597003341867 ## Testing - Ran `cargo run --example soundtrack`. - Ran `cargo run --example audio_control`. - Ran `cargo run --example spatial_audio_2d`. - Ran `cargo run --example spatial_audio_3d`. - Ran `cargo run --example pitch`. - Ran `cargo run --example decodable`. - Ran `cargo run --example audio`. --- ## Migration Guide Audio volume can now be configured using decibel values, as well as using linear scale values. To enable this, some types and functions in `bevy_audio` have changed. - `Volume` is now an enum with `Linear` and `Decibels` variants. Before: ```rust let v = Volume(1.0); ``` After: ```rust let volume = Volume::Linear(1.0); let volume = Volume::Decibels(0.0); // or now you can deal with decibels if you prefer ``` - `Volume::ZERO` has been renamed to the more semantically correct `Volume::SILENT` because `Volume` now supports decibels and "zero volume" in decibels actually means "normal volume". - The `AudioSinkPlayback` trait's volume-related methods now deal with `Volume` types rather than `f32`s. `AudioSinkPlayback::volume()` now returns a `Volume` rather than an `f32`. `AudioSinkPlayback::set_volume` now receives a `Volume` rather than an `f32`. This affects the `AudioSink` and `SpatialAudioSink` implementations of the trait. The previous `f32` values are equivalent to the volume converted to linear scale so the `Volume:: Linear` variant should be used to migrate between `f32`s and `Volume`. - The `GlobalVolume::new` function now receives a `Volume` instead of an `f32`. --------- Co-authored-by: Zachary Harrold <zac@harrold.com.au>
375 lines
11 KiB
Rust
375 lines
11 KiB
Rust
use bevy_ecs::component::Component;
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use bevy_math::Vec3;
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use bevy_transform::prelude::Transform;
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use rodio::{Sink, SpatialSink};
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use crate::Volume;
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/// Common interactions with an audio sink.
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pub trait AudioSinkPlayback {
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/// Gets the volume of the sound as a [`Volume`].
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///
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/// If the sink is muted, this returns the managed volume rather than the
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/// sink's actual volume. This allows you to use the returned volume as if
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/// the sink were not muted, because a muted sink has a physical volume of
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/// 0.
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fn volume(&self) -> Volume;
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/// Changes the volume of the sound to the given [`Volume`].
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///
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/// If the sink is muted, changing the volume won't unmute it, i.e. the
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/// sink's volume will remain "off" / "muted". However, the sink will
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/// remember the volume change and it will be used when
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/// [`unmute`](Self::unmute) is called. This allows you to control the
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/// volume even when the sink is muted.
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fn set_volume(&mut self, volume: Volume);
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/// Gets the speed of the sound.
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///
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/// The value `1.0` is the "normal" speed (unfiltered input). Any value other than `1.0`
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/// will change the play speed of the sound.
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fn speed(&self) -> f32;
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/// Changes the speed of the sound.
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///
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/// The value `1.0` is the "normal" speed (unfiltered input). Any value other than `1.0`
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/// will change the play speed of the sound.
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fn set_speed(&self, speed: f32);
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/// Resumes playback of a paused sink.
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///
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/// No effect if not paused.
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fn play(&self);
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/// Pauses playback of this sink.
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///
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/// No effect if already paused.
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/// A paused sink can be resumed with [`play`](Self::play).
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fn pause(&self);
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/// Toggles playback of the sink.
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///
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/// If the sink is paused, toggling playback resumes it. If the sink is
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/// playing, toggling playback pauses it.
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fn toggle_playback(&self) {
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if self.is_paused() {
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self.play();
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} else {
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self.pause();
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}
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}
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/// Returns true if the sink is paused.
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///
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/// Sinks can be paused and resumed using [`pause`](Self::pause) and [`play`](Self::play).
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fn is_paused(&self) -> bool;
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/// Stops the sink.
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///
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/// It won't be possible to restart it afterwards.
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fn stop(&self);
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/// Returns true if this sink has no more sounds to play.
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fn empty(&self) -> bool;
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/// Returns true if the sink is muted.
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fn is_muted(&self) -> bool;
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/// Mutes the sink.
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///
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/// Muting a sink sets the volume to 0. Use [`unmute`](Self::unmute) to
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/// unmute the sink and restore the original volume.
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fn mute(&mut self);
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/// Unmutes the sink.
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///
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/// Restores the volume to the value it was before it was muted.
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fn unmute(&mut self);
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/// Toggles whether the sink is muted or not.
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fn toggle_mute(&mut self) {
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if self.is_muted() {
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self.unmute();
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} else {
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self.mute();
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}
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}
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}
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/// Used to control audio during playback.
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///
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/// Bevy inserts this component onto your entities when it begins playing an audio source.
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/// Use [`AudioPlayer`][crate::AudioPlayer] to trigger that to happen.
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///
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/// You can use this component to modify the playback settings while the audio is playing.
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///
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/// If this component is removed from an entity, and an [`AudioSource`][crate::AudioSource] is
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/// attached to that entity, that [`AudioSource`][crate::AudioSource] will start playing. If
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/// that source is unchanged, that translates to the audio restarting.
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#[derive(Component)]
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pub struct AudioSink {
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pub(crate) sink: Sink,
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/// Managed volume allows the sink to be muted without losing the user's
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/// intended volume setting.
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///
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/// This is used to restore the volume when [`unmute`](Self::unmute) is
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/// called.
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///
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/// If the sink is not muted, this is `None`.
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///
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/// If the sink is muted, this is `Some(volume)` where `volume` is the
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/// user's intended volume setting, even if the underlying sink's volume is
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/// 0.
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pub(crate) managed_volume: Option<Volume>,
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}
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impl AudioSink {
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/// Create a new audio sink.
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pub fn new(sink: Sink) -> Self {
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Self {
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sink,
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managed_volume: None,
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}
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}
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}
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impl AudioSinkPlayback for AudioSink {
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fn volume(&self) -> Volume {
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self.managed_volume
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.unwrap_or_else(|| Volume::Linear(self.sink.volume()))
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}
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fn set_volume(&mut self, volume: Volume) {
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if self.is_muted() {
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self.managed_volume = Some(volume);
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} else {
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self.sink.set_volume(volume.to_linear());
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}
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}
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fn speed(&self) -> f32 {
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self.sink.speed()
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}
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fn set_speed(&self, speed: f32) {
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self.sink.set_speed(speed);
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}
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fn play(&self) {
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self.sink.play();
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}
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fn pause(&self) {
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self.sink.pause();
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}
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fn is_paused(&self) -> bool {
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self.sink.is_paused()
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}
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fn stop(&self) {
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self.sink.stop();
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}
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fn empty(&self) -> bool {
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self.sink.empty()
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}
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fn is_muted(&self) -> bool {
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self.managed_volume.is_some()
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}
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fn mute(&mut self) {
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self.managed_volume = Some(self.volume());
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self.sink.set_volume(0.0);
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}
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fn unmute(&mut self) {
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if let Some(volume) = self.managed_volume.take() {
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self.sink.set_volume(volume.to_linear());
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}
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}
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}
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/// Used to control spatial audio during playback.
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///
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/// Bevy inserts this component onto your entities when it begins playing an audio source
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/// that's configured to use spatial audio.
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///
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/// You can use this component to modify the playback settings while the audio is playing.
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///
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/// If this component is removed from an entity, and a [`AudioSource`][crate::AudioSource] is
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/// attached to that entity, that [`AudioSource`][crate::AudioSource] will start playing. If
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/// that source is unchanged, that translates to the audio restarting.
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#[derive(Component)]
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pub struct SpatialAudioSink {
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pub(crate) sink: SpatialSink,
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/// Managed volume allows the sink to be muted without losing the user's
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/// intended volume setting.
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///
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/// This is used to restore the volume when [`unmute`](Self::unmute) is
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/// called.
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///
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/// If the sink is not muted, this is `None`.
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///
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/// If the sink is muted, this is `Some(volume)` where `volume` is the
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/// user's intended volume setting, even if the underlying sink's volume is
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/// 0.
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pub(crate) managed_volume: Option<Volume>,
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}
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impl SpatialAudioSink {
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/// Create a new spatial audio sink.
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pub fn new(sink: SpatialSink) -> Self {
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Self {
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sink,
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managed_volume: None,
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}
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}
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}
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impl AudioSinkPlayback for SpatialAudioSink {
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fn volume(&self) -> Volume {
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self.managed_volume
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.unwrap_or_else(|| Volume::Linear(self.sink.volume()))
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}
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fn set_volume(&mut self, volume: Volume) {
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if self.is_muted() {
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self.managed_volume = Some(volume);
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} else {
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self.sink.set_volume(volume.to_linear());
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}
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}
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fn speed(&self) -> f32 {
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self.sink.speed()
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}
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fn set_speed(&self, speed: f32) {
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self.sink.set_speed(speed);
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}
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fn play(&self) {
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self.sink.play();
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}
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fn pause(&self) {
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self.sink.pause();
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}
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fn is_paused(&self) -> bool {
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self.sink.is_paused()
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}
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fn stop(&self) {
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self.sink.stop();
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}
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fn empty(&self) -> bool {
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self.sink.empty()
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}
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fn is_muted(&self) -> bool {
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self.managed_volume.is_some()
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}
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fn mute(&mut self) {
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self.managed_volume = Some(self.volume());
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self.sink.set_volume(0.0);
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}
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fn unmute(&mut self) {
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if let Some(volume) = self.managed_volume.take() {
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self.sink.set_volume(volume.to_linear());
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}
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}
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}
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impl SpatialAudioSink {
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/// Set the two ears position.
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pub fn set_ears_position(&self, left_position: Vec3, right_position: Vec3) {
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self.sink.set_left_ear_position(left_position.to_array());
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self.sink.set_right_ear_position(right_position.to_array());
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}
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/// Set the listener position, with an ear on each side separated by `gap`.
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pub fn set_listener_position(&self, position: Transform, gap: f32) {
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self.set_ears_position(
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position.translation + position.left() * gap / 2.0,
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position.translation + position.right() * gap / 2.0,
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);
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}
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/// Set the emitter position.
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pub fn set_emitter_position(&self, position: Vec3) {
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self.sink.set_emitter_position(position.to_array());
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}
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}
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#[cfg(test)]
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mod tests {
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use rodio::Sink;
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use super::*;
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fn test_audio_sink_playback<T: AudioSinkPlayback>(mut audio_sink: T) {
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// Test volume
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assert_eq!(audio_sink.volume(), Volume::Linear(1.0)); // default volume
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audio_sink.set_volume(Volume::Linear(0.5));
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assert_eq!(audio_sink.volume(), Volume::Linear(0.5));
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audio_sink.set_volume(Volume::Linear(1.0));
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assert_eq!(audio_sink.volume(), Volume::Linear(1.0));
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// Test speed
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assert_eq!(audio_sink.speed(), 1.0); // default speed
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audio_sink.set_speed(0.5);
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assert_eq!(audio_sink.speed(), 0.5);
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audio_sink.set_speed(1.0);
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assert_eq!(audio_sink.speed(), 1.0);
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// Test playback
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assert!(!audio_sink.is_paused()); // default pause state
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audio_sink.pause();
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assert!(audio_sink.is_paused());
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audio_sink.play();
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assert!(!audio_sink.is_paused());
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// Test toggle playback
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audio_sink.pause(); // start paused
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audio_sink.toggle_playback();
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assert!(!audio_sink.is_paused());
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audio_sink.toggle_playback();
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assert!(audio_sink.is_paused());
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// Test mute
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assert!(!audio_sink.is_muted()); // default mute state
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audio_sink.mute();
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assert!(audio_sink.is_muted());
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audio_sink.unmute();
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assert!(!audio_sink.is_muted());
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// Test volume with mute
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audio_sink.set_volume(Volume::Linear(0.5));
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audio_sink.mute();
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assert_eq!(audio_sink.volume(), Volume::Linear(0.5)); // returns managed volume even though sink volume is 0
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audio_sink.unmute();
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assert_eq!(audio_sink.volume(), Volume::Linear(0.5)); // managed volume is restored
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// Test toggle mute
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audio_sink.toggle_mute();
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assert!(audio_sink.is_muted());
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audio_sink.toggle_mute();
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assert!(!audio_sink.is_muted());
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}
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#[test]
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fn test_audio_sink() {
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let (sink, _queue_rx) = Sink::new_idle();
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let audio_sink = AudioSink::new(sink);
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test_audio_sink_playback(audio_sink);
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}
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}
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