
# Objective Spatial audio was heroically thrown together at the last minute for Bevy 0.10, but right now it's a bit of a pain to use -- users need to manually update audio sinks with the position of the listener / emitter. Hopefully the migration guide entry speaks for itself. ## Solution Add a new `SpatialListener` component and automatically update sinks with the position of the listener and and emitter. ## Changelog `SpatialAudioSink`s are now automatically updated with positions of emitters and listeners. ## Migration Guide Spatial audio now automatically uses the transform of the `AudioBundle` and of an entity with a `SpatialListener` component. If you were manually scaling emitter/listener positions, you can use the `spatial_scale` field of `AudioPlugin` instead. ```rust // Old commands.spawn( SpatialAudioBundle { source: asset_server.load("sounds/Windless Slopes.ogg"), settings: PlaybackSettings::LOOP, spatial: SpatialSettings::new(listener_position, gap, emitter_position), }, ); fn update( emitter_query: Query<(&Transform, &SpatialAudioSink)>, listener_query: Query<&Transform, With<Listener>>, ) { let listener = listener_query.single(); for (transform, sink) in &emitter_query { sink.set_emitter_position(transform.translation); sink.set_listener_position(*listener, gap); } } // New commands.spawn(( SpatialBundle::from_transform(Transform::from_translation(emitter_position)), AudioBundle { source: asset_server.load("sounds/Windless Slopes.ogg"), settings: PlaybackSettings::LOOP.with_spatial(true), }, )); commands.spawn(( SpatialBundle::from_transform(Transform::from_translation(listener_position)), SpatialListener::new(gap), )); ``` ## Discussion I removed `SpatialAudioBundle` because the `SpatialSettings` component was made mostly redundant, and without that it was identical to `AudioBundle`. `SpatialListener` is a bare component and not a bundle which is feeling like a maybe a strange choice. That happened from a natural aversion both to nested bundles and to duplicating `Transform` etc in bundles and from figuring that it is likely to just be tacked on to some other bundle (player, head, camera) most of the time. Let me know what you think about these things / everything else. --------- Co-authored-by: Mike <mike.hsu@gmail.com>
202 lines
5.7 KiB
Rust
202 lines
5.7 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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/// Common interactions with an audio sink.
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pub trait AudioSinkPlayback {
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/// Gets the volume of the sound.
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///
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/// The value `1.0` is the "normal" volume (unfiltered input). Any value other than `1.0`
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/// will multiply each sample by this value.
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fn volume(&self) -> f32;
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/// Changes the volume of the sound.
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///
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/// The value `1.0` is the "normal" volume (unfiltered input). Any value other than `1.0`
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/// will multiply each sample by this value.
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///
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/// # Note on Audio Volume
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///
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/// An increase of 10 decibels (dB) roughly corresponds to the perceived volume doubling in intensity.
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/// As this function scales not the volume but the amplitude, a conversion might be necessary.
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/// For example, to halve the perceived volume you need to decrease the volume by 10 dB.
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/// This corresponds to 20log(x) = -10dB, solving x = 10^(-10/20) = 0.316.
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/// Multiply the current volume by 0.316 to halve the perceived volume.
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fn set_volume(&self, volume: f32);
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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 the playback of this sink.
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///
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/// Will pause if playing, and will be resumed if paused.
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fn toggle(&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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/// Is this sink 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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}
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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 [`AudioBundle`][crate::AudioBundle] 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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}
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impl AudioSinkPlayback for AudioSink {
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fn volume(&self) -> f32 {
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self.sink.volume()
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}
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fn set_volume(&self, volume: f32) {
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self.sink.set_volume(volume);
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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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}
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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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}
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impl AudioSinkPlayback for SpatialAudioSink {
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fn volume(&self) -> f32 {
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self.sink.volume()
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}
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fn set_volume(&self, volume: f32) {
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self.sink.set_volume(volume);
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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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}
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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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