
*This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
191 lines
5.4 KiB
Rust
191 lines
5.4 KiB
Rust
use crate::{AudioSink, AudioSource, Decodable};
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use bevy_asset::{Asset, Handle, HandleId};
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use bevy_ecs::system::Resource;
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use parking_lot::RwLock;
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use std::{collections::VecDeque, fmt};
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/// Use this [`Resource`] to play audio.
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///
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/// ```
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/// # use bevy_ecs::system::Res;
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/// # use bevy_asset::AssetServer;
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/// # use bevy_audio::Audio;
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/// fn play_audio_system(asset_server: Res<AssetServer>, audio: Res<Audio>) {
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/// audio.play(asset_server.load("my_sound.ogg"));
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/// }
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/// ```
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#[derive(Resource)]
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pub struct Audio<Source = AudioSource>
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where
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Source: Asset + Decodable,
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{
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/// Queue for playing audio from asset handles
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pub(crate) queue: RwLock<VecDeque<AudioToPlay<Source>>>,
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}
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impl<Source: Asset> fmt::Debug for Audio<Source>
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where
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Source: Decodable,
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{
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fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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f.debug_struct("Audio").field("queue", &self.queue).finish()
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}
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}
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impl<Source> Default for Audio<Source>
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where
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Source: Asset + Decodable,
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{
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fn default() -> Self {
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Self {
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queue: Default::default(),
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}
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}
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}
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impl<Source> Audio<Source>
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where
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Source: Asset + Decodable,
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{
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/// Play audio from a [`Handle`] to the audio source
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///
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/// ```
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/// # use bevy_ecs::system::Res;
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/// # use bevy_asset::AssetServer;
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/// # use bevy_audio::Audio;
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/// fn play_audio_system(asset_server: Res<AssetServer>, audio: Res<Audio>) {
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/// audio.play(asset_server.load("my_sound.ogg"));
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/// }
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/// ```
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///
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/// Returns a weak [`Handle`] to the [`AudioSink`]. If this handle isn't changed to a
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/// strong one, the sink will be detached and the sound will continue playing. Changing it
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/// to a strong handle allows for control on the playback through the [`AudioSink`] asset.
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///
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/// ```
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/// # use bevy_ecs::system::Res;
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/// # use bevy_asset::{AssetServer, Assets};
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/// # use bevy_audio::{Audio, AudioSink};
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/// fn play_audio_system(
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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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/// // This is a weak handle, and can't be used to control playback.
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/// let weak_handle = audio.play(asset_server.load("my_sound.ogg"));
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/// // This is now a strong handle, and can be used to control playback.
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/// let strong_handle = audio_sinks.get_handle(weak_handle);
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/// }
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/// ```
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pub fn play(&self, audio_source: Handle<Source>) -> Handle<AudioSink> {
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let id = HandleId::random::<AudioSink>();
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let config = AudioToPlay {
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settings: PlaybackSettings::ONCE,
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sink_handle: id,
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source_handle: audio_source,
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};
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self.queue.write().push_back(config);
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Handle::<AudioSink>::weak(id)
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}
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/// Play audio from a [`Handle`] to the audio source with [`PlaybackSettings`] that
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/// allows looping or changing volume from the start.
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///
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/// ```
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/// # use bevy_ecs::system::Res;
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/// # use bevy_asset::AssetServer;
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/// # use bevy_audio::Audio;
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/// # use bevy_audio::PlaybackSettings;
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/// fn play_audio_system(asset_server: Res<AssetServer>, audio: Res<Audio>) {
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/// audio.play_with_settings(
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/// asset_server.load("my_sound.ogg"),
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/// PlaybackSettings::LOOP.with_volume(0.75),
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/// );
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/// }
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/// ```
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///
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/// See [`Self::play`] on how to control playback once it's started.
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pub fn play_with_settings(
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&self,
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audio_source: Handle<Source>,
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settings: PlaybackSettings,
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) -> Handle<AudioSink> {
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let id = HandleId::random::<AudioSink>();
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let config = AudioToPlay {
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settings,
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sink_handle: id,
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source_handle: audio_source,
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};
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self.queue.write().push_back(config);
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Handle::<AudioSink>::weak(id)
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}
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}
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/// Settings to control playback from the start.
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#[derive(Clone, Debug)]
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pub struct PlaybackSettings {
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/// Play in repeat
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pub repeat: bool,
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/// Volume to play at.
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pub volume: f32,
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/// Speed to play at.
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pub speed: f32,
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}
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impl Default for PlaybackSettings {
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fn default() -> Self {
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Self::ONCE
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}
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}
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impl PlaybackSettings {
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/// Will play the associate audio source once.
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pub const ONCE: PlaybackSettings = PlaybackSettings {
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repeat: false,
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volume: 1.0,
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speed: 1.0,
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};
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/// Will play the associate audio source in a loop.
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pub const LOOP: PlaybackSettings = PlaybackSettings {
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repeat: true,
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volume: 1.0,
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speed: 1.0,
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};
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/// Helper to set the volume from start of playback.
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pub const fn with_volume(mut self, volume: f32) -> Self {
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self.volume = volume;
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self
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}
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/// Helper to set the speed from start of playback.
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pub const fn with_speed(mut self, speed: f32) -> Self {
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self.speed = speed;
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self
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}
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}
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#[derive(Clone)]
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pub(crate) struct AudioToPlay<Source>
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where
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Source: Asset + Decodable,
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{
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pub(crate) sink_handle: HandleId,
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pub(crate) source_handle: Handle<Source>,
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pub(crate) settings: PlaybackSettings,
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}
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impl<Source> fmt::Debug for AudioToPlay<Source>
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where
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Source: Asset + Decodable,
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{
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fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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f.debug_struct("AudioToPlay")
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.field("sink_handle", &self.sink_handle)
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.field("source_handle", &self.source_handle)
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.field("settings", &self.settings)
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.finish()
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}
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}
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