
# 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>
87 lines
2.3 KiB
Rust
87 lines
2.3 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::{audio::Volume, 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(music_controller: Query<&AudioSink, With<MyMusic>>, time: Res<Time>) {
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let Ok(sink) = music_controller.get_single() else {
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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.get_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.get_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.get_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 + Volume::Linear(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 - Volume::Linear(0.1));
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}
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}
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