bevy/crates/bevy_audio/src/audio.rs
François b21c69c60e Audio control - play, pause, volume, speed, loop (#3948)
# 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)
2022-03-01 01:12:11 +00:00

126 lines
3.7 KiB
Rust

use crate::{AudioSink, AudioSource, Decodable};
use bevy_asset::{Asset, Handle, HandleId};
use parking_lot::RwLock;
use std::{collections::VecDeque, fmt};
/// Use this resource to play audio
///
/// ```
/// # use bevy_ecs::system::Res;
/// # use bevy_asset::AssetServer;
/// # use bevy_audio::Audio;
/// fn play_audio_system(asset_server: Res<AssetServer>, audio: Res<Audio>) {
/// audio.play(asset_server.load("my_sound.ogg"));
/// }
/// ```
pub struct Audio<Source = AudioSource>
where
Source: Asset + Decodable,
{
/// Queue for playing audio from asset handles
pub(crate) queue: RwLock<VecDeque<AudioToPlay<Source>>>,
}
impl<Source: Asset> fmt::Debug for Audio<Source>
where
Source: Decodable,
{
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
f.debug_struct("Audio").field("queue", &self.queue).finish()
}
}
impl<Source> Default for Audio<Source>
where
Source: Asset + Decodable,
{
fn default() -> Self {
Self {
queue: Default::default(),
}
}
}
impl<Source> Audio<Source>
where
Source: Asset + Decodable,
{
/// Play audio from a [`Handle`] to the audio source
///
/// ```
/// # use bevy_ecs::system::Res;
/// # use bevy_asset::AssetServer;
/// # use bevy_audio::Audio;
/// fn play_audio_system(asset_server: Res<AssetServer>, audio: Res<Audio>) {
/// audio.play(asset_server.load("my_sound.ogg"));
/// }
/// ```
///
/// Returns a weak [`Handle`] to the [`AudioSink`]. If this handle isn't changed to a
/// strong one, the sink will be detached and the sound will continue playing. Changing it
/// to a strong handle allows for control on the playback through the [`AudioSink`] asset.
///
/// ```
/// # use bevy_ecs::system::Res;
/// # use bevy_asset::{AssetServer, Assets};
/// # use bevy_audio::{Audio, AudioSink};
/// fn play_audio_system(
/// asset_server: Res<AssetServer>,
/// audio: Res<Audio>,
/// audio_sinks: Res<Assets<AudioSink>>,
/// ) {
/// // This is a weak handle, and can't be used to control playback.
/// let weak_handle = audio.play(asset_server.load("my_sound.ogg"));
/// // This is now a strong handle, and can be used to control playback.
/// let strong_handle = audio_sinks.get_handle(weak_handle);
/// }
/// ```
pub fn play(&self, audio_source: Handle<Source>) -> Handle<AudioSink> {
let id = HandleId::random::<AudioSink>();
let config = AudioToPlay {
repeat: false,
sink_handle: id,
source_handle: audio_source,
};
self.queue.write().push_back(config);
Handle::<AudioSink>::weak(id)
}
/// Play audio from a [`Handle`] to the audio source in a loop
///
/// See [`Self::play`] on how to control playback.
pub fn play_in_loop(&self, audio_source: Handle<Source>) -> Handle<AudioSink> {
let id = HandleId::random::<AudioSink>();
let config = AudioToPlay {
repeat: true,
sink_handle: id,
source_handle: audio_source,
};
self.queue.write().push_back(config);
Handle::<AudioSink>::weak(id)
}
}
#[derive(Clone, PartialEq, Eq)]
pub(crate) struct AudioToPlay<Source>
where
Source: Asset + Decodable,
{
pub(crate) sink_handle: HandleId,
pub(crate) source_handle: Handle<Source>,
pub(crate) repeat: bool,
}
impl<Source> fmt::Debug for AudioToPlay<Source>
where
Source: Asset + Decodable,
{
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
f.debug_struct("AudioToPlay")
.field("sink_handle", &self.sink_handle)
.field("source_handle", &self.source_handle)
.field("repeat", &self.repeat)
.finish()
}
}