# Objective What's that? Another PR for the grand migration to required components? This time, audio! ## Solution Deprecate `AudioSourceBundle`, `AudioBundle`, and `PitchBundle`, as per the [chosen proposal](https://hackmd.io/@bevy/required_components/%2Fzxgp-zMMRUCdT7LY1ZDQwQ). However, we cannot call the component `AudioSource`, because that's what the stored asset is called. I deliberated on a few names, like `AudioHandle`, or even just `Audio`, but landed on `AudioPlayer`, since it's probably the most accurate and "nice" name for this. Open to alternatives though. --- ## Migration Guide Replace all insertions of `AudioSoucreBundle`, `AudioBundle`, and `PitchBundle` with the `AudioPlayer` component. The other components required by it will now be inserted automatically. In cases where the generics cannot be inferred, you may need to specify them explicitly. For example: ```rust commands.spawn(AudioPlayer::<AudioSource>(asset_server.load("sounds/sick_beats.ogg"))); ```
		
			
				
	
	
		
			52 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			52 lines
		
	
	
		
			1.4 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::{math::ops, 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_systems(Startup, setup)
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        .add_systems(Update, (update_speed, pause, volume))
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        .run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn((
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        AudioPlayer::<AudioSource>(asset_server.load("sounds/Windless Slopes.ogg")),
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        MyMusic,
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    ));
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}
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#[derive(Component)]
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struct MyMusic;
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fn update_speed(music_controller: Query<&AudioSink, With<MyMusic>>, time: Res<Time>) {
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    if let Ok(sink) = music_controller.get_single() {
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        sink.set_speed((ops::sin(time.elapsed_seconds() / 5.0) + 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<ButtonInput<KeyCode>>,
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    music_controller: Query<&AudioSink, With<MyMusic>>,
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) {
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    if keyboard_input.just_pressed(KeyCode::Space) {
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        if let Ok(sink) = music_controller.get_single() {
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            sink.toggle();
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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<ButtonInput<KeyCode>>,
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    music_controller: Query<&AudioSink, With<MyMusic>>,
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) {
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    if let Ok(sink) = music_controller.get_single() {
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        if keyboard_input.just_pressed(KeyCode::Equal) {
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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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