# Objective - Allow users to configure volume using decibels by changing the `Volume` type from newtyping an `f32` to an enum with `Linear` and `Decibels` variants. - Fixes #9507. - Alternative reworked version of closed #9582. ## Solution Compared to https://github.com/bevyengine/bevy/pull/9582, this PR has the following main differences: 1. It uses the term "linear scale" instead of "amplitude" per https://github.com/bevyengine/bevy/pull/9582/files#r1513529491. 2. Supports `ops` for doing `Volume` arithmetic. Can add two volumes, e.g. to increase/decrease the current volume. Can multiply two volumes, e.g. to get the “effective” volume of an audio source considering global volume. [requested and blessed on Discord]: https://discord.com/channels/691052431525675048/749430447326625812/1318272597003341867 ## Testing - Ran `cargo run --example soundtrack`. - Ran `cargo run --example audio_control`. - Ran `cargo run --example spatial_audio_2d`. - Ran `cargo run --example spatial_audio_3d`. - Ran `cargo run --example pitch`. - Ran `cargo run --example decodable`. - Ran `cargo run --example audio`. --- ## Migration Guide Audio volume can now be configured using decibel values, as well as using linear scale values. To enable this, some types and functions in `bevy_audio` have changed. - `Volume` is now an enum with `Linear` and `Decibels` variants. Before: ```rust let v = Volume(1.0); ``` After: ```rust let volume = Volume::Linear(1.0); let volume = Volume::Decibels(0.0); // or now you can deal with decibels if you prefer ``` - `Volume::ZERO` has been renamed to the more semantically correct `Volume::SILENT` because `Volume` now supports decibels and "zero volume" in decibels actually means "normal volume". - The `AudioSinkPlayback` trait's volume-related methods now deal with `Volume` types rather than `f32`s. `AudioSinkPlayback::volume()` now returns a `Volume` rather than an `f32`. `AudioSinkPlayback::set_volume` now receives a `Volume` rather than an `f32`. This affects the `AudioSink` and `SpatialAudioSink` implementations of the trait. The previous `f32` values are equivalent to the volume converted to linear scale so the `Volume:: Linear` variant should be used to migrate between `f32`s and `Volume`. - The `GlobalVolume::new` function now receives a `Volume` instead of an `f32`. --------- Co-authored-by: Zachary Harrold <zac@harrold.com.au>
		
			
				
	
	
		
			104 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			104 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows how to create a custom [`Decodable`] type by implementing a Sine wave.
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use bevy::{
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    audio::{AddAudioSource, AudioPlugin, Source, Volume},
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    math::ops,
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    prelude::*,
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    reflect::TypePath,
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};
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use core::time::Duration;
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// This struct usually contains the data for the audio being played.
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// This is where data read from an audio file would be stored, for example.
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// This allows the type to be registered as an asset.
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#[derive(Asset, TypePath)]
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struct SineAudio {
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    frequency: f32,
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}
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// This decoder is responsible for playing the audio,
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// and so stores data about the audio being played.
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struct SineDecoder {
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    // how far along one period the wave is (between 0 and 1)
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    current_progress: f32,
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    // how much we move along the period every frame
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    progress_per_frame: f32,
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    // how long a period is
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    period: f32,
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    sample_rate: u32,
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}
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impl SineDecoder {
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    fn new(frequency: f32) -> Self {
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        // standard sample rate for most recordings
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        let sample_rate = 44_100;
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        SineDecoder {
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            current_progress: 0.,
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            progress_per_frame: frequency / sample_rate as f32,
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            period: std::f32::consts::PI * 2.,
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            sample_rate,
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        }
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    }
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}
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// The decoder must implement iterator so that it can implement `Decodable`.
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impl Iterator for SineDecoder {
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    type Item = f32;
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    fn next(&mut self) -> Option<Self::Item> {
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        self.current_progress += self.progress_per_frame;
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        // we loop back round to 0 to avoid floating point inaccuracies
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        self.current_progress %= 1.;
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        Some(ops::sin(self.period * self.current_progress))
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    }
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}
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// `Source` is what allows the audio source to be played by bevy.
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// This trait provides information on the audio.
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impl Source for SineDecoder {
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    fn current_frame_len(&self) -> Option<usize> {
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        None
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    }
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    fn channels(&self) -> u16 {
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        1
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    }
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    fn sample_rate(&self) -> u32 {
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        self.sample_rate
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    }
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    fn total_duration(&self) -> Option<Duration> {
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        None
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    }
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}
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// Finally `Decodable` can be implemented for our `SineAudio`.
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impl Decodable for SineAudio {
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    type DecoderItem = <SineDecoder as Iterator>::Item;
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    type Decoder = SineDecoder;
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    fn decoder(&self) -> Self::Decoder {
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        SineDecoder::new(self.frequency)
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    }
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}
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fn main() {
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    let mut app = App::new();
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    // register the audio source so that it can be used
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    app.add_plugins(DefaultPlugins.set(AudioPlugin {
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        global_volume: Volume::Linear(0.2).into(),
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        ..default()
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    }))
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    .add_audio_source::<SineAudio>()
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    .add_systems(Startup, setup)
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    .run();
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}
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fn setup(mut assets: ResMut<Assets<SineAudio>>, mut commands: Commands) {
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    // add a `SineAudio` to the asset server so that it can be played
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    let audio_handle = assets.add(SineAudio {
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        frequency: 440., // this is the frequency of A4
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    });
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    commands.spawn(AudioPlayer(audio_handle));
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}
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