Rebased and finished version of https://github.com/bevyengine/bevy/pull/8407. Huge thanks to @GitGhillie for adjusting all the examples, and the many other people who helped write this PR (@superdump , @coreh , among others) :) Fixes https://github.com/bevyengine/bevy/issues/8369 --- ## Changelog - Added a `brightness` control to `Skybox`. - Added an `intensity` control to `EnvironmentMapLight`. - Added `ExposureSettings` and `PhysicalCameraParameters` for controlling exposure of 3D cameras. - Removed the baked-in `DirectionalLight` exposure Bevy previously hardcoded internally. ## Migration Guide - If using a `Skybox` or `EnvironmentMapLight`, use the new `brightness` and `intensity` controls to adjust their strength. - All 3D scene will now have different apparent brightnesses due to Bevy implementing proper exposure controls. You will have to adjust the intensity of your lights and/or your camera exposure via the new `ExposureSettings` component to compensate. --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com> Co-authored-by: Marco Buono <thecoreh@gmail.com> Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: atlas dostal <rodol@rivalrebels.com>
		
			
				
	
	
		
			140 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			140 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to load and play an audio file, and control where the sounds seems to come from.
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use bevy::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_positions)
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        .add_systems(Update, update_listener)
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        .run();
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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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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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    // Space between the two ears
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    let gap = 4.0;
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    // sound emitter
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    commands.spawn((
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        PbrBundle {
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            mesh: meshes.add(shape::UVSphere {
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                radius: 0.2,
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                ..default()
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            }),
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            material: materials.add(Color::BLUE),
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            transform: Transform::from_xyz(0.0, 0.0, 0.0),
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            ..default()
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        },
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        Emitter::default(),
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        AudioBundle {
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            source: asset_server.load("sounds/Windless Slopes.ogg"),
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            settings: PlaybackSettings::LOOP.with_spatial(true),
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        },
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    ));
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    let listener = SpatialListener::new(gap);
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    commands
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        .spawn((SpatialBundle::default(), listener.clone()))
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        .with_children(|parent| {
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            // left ear indicator
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            parent.spawn(PbrBundle {
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                mesh: meshes.add(shape::Cube { size: 0.2 }),
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                material: materials.add(Color::RED),
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                transform: Transform::from_translation(listener.left_ear_offset),
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                ..default()
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            });
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            // right ear indicator
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            parent.spawn(PbrBundle {
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                mesh: meshes.add(shape::Cube { size: 0.2 }),
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                material: materials.add(Color::GREEN),
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                transform: Transform::from_translation(listener.right_ear_offset),
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                ..default()
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            });
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        });
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    // light
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    commands.spawn(PointLightBundle {
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        point_light: PointLight {
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            intensity: 1_000_000.0,
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            shadows_enabled: true,
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            ..default()
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        },
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        transform: Transform::from_xyz(4.0, 8.0, 4.0),
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        ..default()
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    });
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    // example instructions
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    commands.spawn(
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        TextBundle::from_section(
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            "Up/Down/Left/Right: Move Listener\nSpace: Toggle Emitter Movement",
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            TextStyle {
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                font_size: 20.0,
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                ..default()
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            },
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        )
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        .with_style(Style {
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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(Camera3dBundle {
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        transform: Transform::from_xyz(0.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ..default()
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    });
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}
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#[derive(Component, Default)]
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struct Emitter {
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    stopped: bool,
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}
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fn update_positions(
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    time: Res<Time>,
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    mut emitters: Query<(&mut Transform, &mut Emitter), With<Emitter>>,
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    keyboard: Res<ButtonInput<KeyCode>>,
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) {
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    for (mut emitter_transform, mut emitter) in emitters.iter_mut() {
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        if keyboard.just_pressed(KeyCode::Space) {
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            emitter.stopped = !emitter.stopped;
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        }
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        if !emitter.stopped {
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            emitter_transform.translation.x = time.elapsed_seconds().sin() * 3.0;
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            emitter_transform.translation.z = time.elapsed_seconds().cos() * 3.0;
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        }
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    }
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}
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fn update_listener(
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    keyboard: Res<ButtonInput<KeyCode>>,
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    time: Res<Time>,
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    mut listeners: Query<&mut Transform, With<SpatialListener>>,
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) {
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    let mut transform = listeners.single_mut();
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    let speed = 2.;
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    if keyboard.pressed(KeyCode::ArrowRight) {
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        transform.translation.x += speed * time.delta_seconds();
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    }
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    if keyboard.pressed(KeyCode::ArrowLeft) {
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        transform.translation.x -= speed * time.delta_seconds();
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    }
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    if keyboard.pressed(KeyCode::ArrowDown) {
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        transform.translation.z += speed * time.delta_seconds();
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    }
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    if keyboard.pressed(KeyCode::ArrowUp) {
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        transform.translation.z -= speed * time.delta_seconds();
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    }
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}
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