
# Objective - #16813 added the ability to mute sinks and added a new method `toggle_mute()`. - Leaving `toggle()` as is creates inconsistency and a bit of confusion about what is being toggled. ## Solution - Rename `toggle()` to `toggle_playback()`. - The choice to use the `_playback` suffix was easy because the method comment was already telling us what is being toggled: `Toggles playback of the sink.` - [Raised in Discord] and got the OK from Alice. [Raised in Discord]: https://discord.com/channels/691052431525675048/749430447326625812/1318000355824504905 ## Testing - I ran the example and also updated the instruction text to make it clear `Space` is toggling the playback not just pausing. - I added a unit test for `toggle_playback()` because why not. --- ## Showcase Example instructions: <img width="292" alt="image" src="https://github.com/user-attachments/assets/585c36c6-c4d7-428b-acbe-a92f3a37b460" /> ## Migration Guide - `AudioSinkPlayback`'s `toggle` method has been renamed to `toggle_playback`. This was done to create consistency with the `toggle_mute` method added in https://github.com/bevyengine/bevy/pull/16813. Change instances of `toggle` to `toggle_playback`. E.g.: Before: ```rust fn pause(keyboard_input: Res<ButtonInput<KeyCode>>, sink: Single<&AudioSink>) { if keyboard_input.just_pressed(KeyCode::Space) { sink.toggle(); } } ``` After: ```rust fn pause(keyboard_input: Res<ButtonInput<KeyCode>>, sink: Single<&AudioSink>) { if keyboard_input.just_pressed(KeyCode::Space) { sink.toggle_playback(); } } ```
68 lines
1.8 KiB
Rust
68 lines
1.8 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(Update, (update_speed, pause, mute, volume))
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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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// 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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fn update_speed(sink: Single<&AudioSink, With<MyMusic>>, time: Res<Time>) {
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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(keyboard_input: Res<ButtonInput<KeyCode>>, sink: Single<&AudioSink, With<MyMusic>>) {
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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 sink: Single<&mut AudioSink, With<MyMusic>>,
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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 sink: Single<&mut AudioSink, With<MyMusic>>,
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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 + 0.1);
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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 - 0.1);
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}
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}
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