
# Objective I've been collecting some mistakes in the documentation and fixed them --------- Co-authored-by: Emi <emanuel.boehm@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
253 lines
8.3 KiB
Rust
253 lines
8.3 KiB
Rust
use crate::{AudioSource, Decodable};
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use bevy_asset::{Asset, Handle};
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use bevy_derive::{Deref, DerefMut};
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use bevy_ecs::prelude::*;
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use bevy_math::Vec3;
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use bevy_transform::prelude::Transform;
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/// Defines the volume to play an audio source at.
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#[derive(Clone, Copy, Debug)]
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pub enum Volume {
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/// A volume level relative to the global volume.
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Relative(VolumeLevel),
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/// A volume level that ignores the global volume.
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Absolute(VolumeLevel),
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}
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impl Default for Volume {
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fn default() -> Self {
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Self::Relative(VolumeLevel::default())
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}
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}
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impl Volume {
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/// Create a new volume level relative to the global volume.
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pub fn new_relative(volume: f32) -> Self {
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Self::Relative(VolumeLevel::new(volume))
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}
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/// Create a new volume level that ignores the global volume.
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pub fn new_absolute(volume: f32) -> Self {
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Self::Absolute(VolumeLevel::new(volume))
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}
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}
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/// A volume level equivalent to a non-negative float.
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#[derive(Clone, Copy, Deref, DerefMut, Debug)]
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pub struct VolumeLevel(pub(crate) f32);
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impl Default for VolumeLevel {
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fn default() -> Self {
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Self(1.0)
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}
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}
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impl VolumeLevel {
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/// Create a new volume level.
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pub fn new(volume: f32) -> Self {
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debug_assert!(volume >= 0.0);
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Self(volume)
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}
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/// Get the value of the volume level.
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pub fn get(&self) -> f32 {
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self.0
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}
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}
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/// The way Bevy manages the sound playback.
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#[derive(Debug, Clone, Copy)]
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pub enum PlaybackMode {
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/// Play the sound once. Do nothing when it ends.
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Once,
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/// Repeat the sound forever.
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Loop,
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/// Despawn the entity when the sound finishes playing.
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Despawn,
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/// Remove the audio components from the entity, when the sound finishes playing.
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Remove,
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}
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/// Initial settings to be used when audio starts playing.
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/// If you would like to control the audio while it is playing, query for the
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/// [`AudioSink`][crate::AudioSink] or [`SpatialAudioSink`][crate::SpatialAudioSink]
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/// components. Changes to this component will *not* be applied to already-playing audio.
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#[derive(Component, Clone, Copy, Debug)]
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pub struct PlaybackSettings {
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/// The desired playback behavior.
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pub mode: PlaybackMode,
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/// Volume to play at.
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pub volume: Volume,
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/// Speed to play at.
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pub speed: f32,
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/// Create the sink in paused state.
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/// Useful for "deferred playback", if you want to prepare
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/// the entity, but hear the sound later.
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pub paused: bool,
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}
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impl Default for PlaybackSettings {
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fn default() -> Self {
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// TODO: what should the default be: ONCE/DESPAWN/REMOVE?
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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 associated audio source once.
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pub const ONCE: PlaybackSettings = PlaybackSettings {
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mode: PlaybackMode::Once,
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volume: Volume::Relative(VolumeLevel(1.0)),
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speed: 1.0,
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paused: false,
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};
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/// Will play the associated audio source in a loop.
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pub const LOOP: PlaybackSettings = PlaybackSettings {
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mode: PlaybackMode::Loop,
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volume: Volume::Relative(VolumeLevel(1.0)),
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speed: 1.0,
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paused: false,
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};
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/// Will play the associated audio source once and despawn the entity afterwards.
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pub const DESPAWN: PlaybackSettings = PlaybackSettings {
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mode: PlaybackMode::Despawn,
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volume: Volume::Relative(VolumeLevel(1.0)),
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speed: 1.0,
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paused: false,
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};
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/// Will play the associated audio source once and remove the audio components afterwards.
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pub const REMOVE: PlaybackSettings = PlaybackSettings {
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mode: PlaybackMode::Remove,
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volume: Volume::Relative(VolumeLevel(1.0)),
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speed: 1.0,
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paused: false,
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};
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/// Helper to start in a paused state.
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pub const fn paused(mut self) -> Self {
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self.paused = true;
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self
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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: Volume) -> 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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/// Settings for playing spatial audio.
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///
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/// Note: Bevy does not currently support HRTF or any other high-quality 3D sound rendering
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/// features. Spatial audio is implemented via simple left-right stereo panning.
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#[derive(Component, Clone, Debug)]
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pub struct SpatialSettings {
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pub(crate) left_ear: [f32; 3],
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pub(crate) right_ear: [f32; 3],
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pub(crate) emitter: [f32; 3],
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}
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impl SpatialSettings {
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/// Configure spatial audio coming from the `emitter` position and heard by a `listener`.
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///
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/// The `listener` transform provides the position and rotation where the sound is to be
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/// heard from. `gap` is the distance between the left and right "ears" of the listener.
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/// `emitter` is the position where the sound comes from.
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pub fn new(listener: Transform, gap: f32, emitter: Vec3) -> Self {
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SpatialSettings {
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left_ear: (listener.translation + listener.left() * gap / 2.0).to_array(),
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right_ear: (listener.translation + listener.right() * gap / 2.0).to_array(),
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emitter: emitter.to_array(),
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}
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}
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}
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/// Use this [`Resource`] to control the global volume of all audio with a [`Volume::Relative`] volume.
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///
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/// Note: changing this value will not affect already playing audio.
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#[derive(Resource, Default, Clone, Copy)]
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pub struct GlobalVolume {
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/// The global volume of all audio.
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pub volume: VolumeLevel,
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}
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impl GlobalVolume {
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/// Create a new [`GlobalVolume`] with the given volume.
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pub fn new(volume: f32) -> Self {
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Self {
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volume: VolumeLevel::new(volume),
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}
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}
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}
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/// Bundle for playing a standard bevy audio asset
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pub type AudioBundle = AudioSourceBundle<AudioSource>;
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/// Bundle for playing a standard bevy audio asset with a 3D position
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pub type SpatialAudioBundle = SpatialAudioSourceBundle<AudioSource>;
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/// Bundle for playing a sound.
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///
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/// Insert this bundle onto an entity to trigger a sound source to begin playing.
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///
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/// If the handle refers to an unavailable asset (such as if it has not finished loading yet),
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/// the audio will not begin playing immediately. The audio will play when the asset is ready.
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///
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/// When Bevy begins the audio playback, an [`AudioSink`][crate::AudioSink] component will be
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/// added to the entity. You can use that component to control the audio settings during playback.
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#[derive(Bundle)]
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pub struct AudioSourceBundle<Source = AudioSource>
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where
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Source: Asset + Decodable,
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{
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/// Asset containing the audio data to play.
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pub source: Handle<Source>,
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/// Initial settings that the audio starts playing with.
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/// If you would like to control the audio while it is playing,
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/// query for the [`AudioSink`][crate::AudioSink] component.
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/// Changes to this component will *not* be applied to already-playing audio.
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pub settings: PlaybackSettings,
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}
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impl<T: Decodable + Asset> Default for AudioSourceBundle<T> {
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fn default() -> Self {
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Self {
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source: Default::default(),
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settings: Default::default(),
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}
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}
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}
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/// Bundle for playing a sound with a 3D position.
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///
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/// Insert this bundle onto an entity to trigger a sound source to begin playing.
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///
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/// If the handle refers to an unavailable asset (such as if it has not finished loading yet),
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/// the audio will not begin playing immediately. The audio will play when the asset is ready.
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///
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/// When Bevy begins the audio playback, a [`SpatialAudioSink`][crate::SpatialAudioSink]
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/// component will be added to the entity. You can use that component to control the audio
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/// settings during playback.
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#[derive(Bundle)]
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pub struct SpatialAudioSourceBundle<Source = AudioSource>
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where
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Source: Asset + Decodable,
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{
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/// Asset containing the audio data to play.
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pub source: Handle<Source>,
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/// Initial settings that the audio starts playing with.
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/// If you would like to control the audio while it is playing,
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/// query for the [`SpatialAudioSink`][crate::SpatialAudioSink] component.
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/// Changes to this component will *not* be applied to already-playing audio.
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pub settings: PlaybackSettings,
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/// Spatial audio configuration. Specifies the positions of the source and listener.
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pub spatial: SpatialSettings,
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}
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