fix: [Ensure linear volume subtraction does not go below zero ](https://github.com/bevyengine/bevy/issues/19417) ## Solution - Clamp the result of linear volume subtraction to a minimum of 0.0 - Add a new test case to verify behavior when subtracting beyond zero --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
		
			
				
	
	
		
			114 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			114 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to load and play an audio file, and control how it's played.
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use bevy::{math::ops, prelude::*};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .add_systems(
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            Update,
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            (update_progress_text, update_speed, pause, mute, volume),
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        )
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        .run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn((
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        AudioPlayer::new(asset_server.load("sounds/Windless Slopes.ogg")),
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        MyMusic,
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    ));
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    commands.spawn((
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        Text::new(""),
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        Node {
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            position_type: PositionType::Absolute,
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            top: Val::Px(12.0),
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            left: Val::Px(12.0),
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            ..default()
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        },
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        ProgressText,
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    ));
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    // example instructions
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    commands.spawn((
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        Text::new("-/=: Volume Down/Up\nSpace: Toggle Playback\nM: Toggle Mute"),
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        Node {
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            position_type: PositionType::Absolute,
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            bottom: Val::Px(12.0),
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            left: Val::Px(12.0),
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            ..default()
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        },
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    ));
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    // camera
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    commands.spawn(Camera3d::default());
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}
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#[derive(Component)]
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struct MyMusic;
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#[derive(Component)]
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struct ProgressText;
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fn update_progress_text(
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    music_controller: Single<&AudioSink, With<MyMusic>>,
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    mut progress_text: Single<&mut Text, With<ProgressText>>,
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) {
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    progress_text.0 = format!("Progress: {}s", music_controller.position().as_secs_f32());
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}
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fn update_speed(music_controller: Query<&AudioSink, With<MyMusic>>, time: Res<Time>) {
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    let Ok(sink) = music_controller.single() else {
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        return;
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    };
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    if sink.is_paused() {
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        return;
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    }
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    sink.set_speed((ops::sin(time.elapsed_secs() / 5.0) + 1.0).max(0.1));
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}
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fn pause(
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    keyboard_input: Res<ButtonInput<KeyCode>>,
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    music_controller: Query<&AudioSink, With<MyMusic>>,
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) {
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    let Ok(sink) = music_controller.single() else {
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        return;
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    };
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    if keyboard_input.just_pressed(KeyCode::Space) {
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        sink.toggle_playback();
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    }
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}
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fn mute(
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    keyboard_input: Res<ButtonInput<KeyCode>>,
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    mut music_controller: Query<&mut AudioSink, With<MyMusic>>,
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) {
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    let Ok(mut sink) = music_controller.single_mut() else {
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        return;
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    };
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    if keyboard_input.just_pressed(KeyCode::KeyM) {
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        sink.toggle_mute();
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    }
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}
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fn volume(
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    keyboard_input: Res<ButtonInput<KeyCode>>,
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    mut music_controller: Query<&mut AudioSink, With<MyMusic>>,
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) {
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    let Ok(mut sink) = music_controller.single_mut() else {
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        return;
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    };
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    if keyboard_input.just_pressed(KeyCode::Equal) {
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        let current_volume = sink.volume();
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        sink.set_volume(current_volume.increase_by_percentage(10.0));
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    } else if keyboard_input.just_pressed(KeyCode::Minus) {
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        let current_volume = sink.volume();
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        sink.set_volume(current_volume.increase_by_percentage(-10.0));
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    }
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}
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