bevy/crates/bevy_audio/src/audio.rs
Emi 3527288342
Fixing some doc comments (#9646)
# 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>
2023-08-31 19:05:49 +00:00

253 lines
8.3 KiB
Rust

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