
# Objective - Add ways to control how audio is played ## Solution - playing a sound will return a (weak) handle to an asset that can be used to control playback - if the asset is dropped, it will detach the sink (same behaviour as now)
126 lines
3.7 KiB
Rust
126 lines
3.7 KiB
Rust
use crate::{AudioSink, AudioSource, Decodable};
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use bevy_asset::{Asset, Handle, HandleId};
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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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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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repeat: false,
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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 in a loop
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///
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/// See [`Self::play`] on how to control playback.
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pub fn play_in_loop(&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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repeat: true,
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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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#[derive(Clone, PartialEq, Eq)]
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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) repeat: bool,
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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("repeat", &self.repeat)
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.finish()
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}
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}
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