 b21c69c60e
			
		
	
	
		b21c69c60e
		
	
	
	
	
		
			
			# 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)
		
			
				
	
	
		
			66 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			66 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{audio::AudioSink, prelude::*};
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| 
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| /// This example illustrates how to load and play an audio file, and control how it's played
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup)
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|         .add_system(update_speed)
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|         .add_system(pause)
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|         .add_system(volume)
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|         .run();
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| }
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| 
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| fn setup(
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|     mut commands: Commands,
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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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|     let music = asset_server.load("sounds/Windless Slopes.ogg");
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|     let handle = audio_sinks.get_handle(audio.play(music));
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|     commands.insert_resource(MusicController(handle));
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| }
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| 
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| struct MusicController(Handle<AudioSink>);
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| 
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| fn update_speed(
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|     audio_sinks: Res<Assets<AudioSink>>,
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|     music_controller: Res<MusicController>,
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|     time: Res<Time>,
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| ) {
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|     if let Some(sink) = audio_sinks.get(&music_controller.0) {
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|         sink.set_speed(((time.seconds_since_startup() / 5.0).sin() as f32 + 1.0).max(0.1));
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|     }
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| }
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| 
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| fn pause(
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|     keyboard_input: Res<Input<KeyCode>>,
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|     audio_sinks: Res<Assets<AudioSink>>,
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|     music_controller: Res<MusicController>,
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| ) {
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|     if keyboard_input.just_pressed(KeyCode::Space) {
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|         if let Some(sink) = audio_sinks.get(&music_controller.0) {
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|             if sink.is_paused() {
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|                 sink.play()
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|             } else {
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|                 sink.pause()
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|             }
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|         }
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|     }
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| }
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| 
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| fn volume(
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|     keyboard_input: Res<Input<KeyCode>>,
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|     audio_sinks: Res<Assets<AudioSink>>,
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|     music_controller: Res<MusicController>,
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| ) {
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|     if let Some(sink) = audio_sinks.get(&music_controller.0) {
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|         if keyboard_input.just_pressed(KeyCode::Plus) {
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|             sink.set_volume(sink.volume() + 0.1);
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|         } else if keyboard_input.just_pressed(KeyCode::Minus) {
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|             sink.set_volume(sink.volume() - 0.1);
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|         }
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|     }
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| }
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