# Objective What's that? Another PR for the grand migration to required components? This time, audio! ## Solution Deprecate `AudioSourceBundle`, `AudioBundle`, and `PitchBundle`, as per the [chosen proposal](https://hackmd.io/@bevy/required_components/%2Fzxgp-zMMRUCdT7LY1ZDQwQ). However, we cannot call the component `AudioSource`, because that's what the stored asset is called. I deliberated on a few names, like `AudioHandle`, or even just `Audio`, but landed on `AudioPlayer`, since it's probably the most accurate and "nice" name for this. Open to alternatives though. --- ## Migration Guide Replace all insertions of `AudioSoucreBundle`, `AudioBundle`, and `PitchBundle` with the `AudioPlayer` component. The other components required by it will now be inserted automatically. In cases where the generics cannot be inferred, you may need to specify them explicitly. For example: ```rust commands.spawn(AudioPlayer::<AudioSource>(asset_server.load("sounds/sick_beats.ogg"))); ```
		
			
				
	
	
		
			56 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			56 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to play a single-frequency sound (aka a pitch)
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use bevy::prelude::*;
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use std::time::Duration;
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_event::<PlayPitch>()
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        .add_systems(Startup, setup)
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        .add_systems(Update, (play_pitch, keyboard_input_system))
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        .run();
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}
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#[derive(Event, Default)]
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struct PlayPitch;
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#[derive(Resource)]
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struct PitchFrequency(f32);
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fn setup(mut commands: Commands) {
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    commands.insert_resource(PitchFrequency(220.0));
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}
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fn play_pitch(
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    mut pitch_assets: ResMut<Assets<Pitch>>,
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    frequency: Res<PitchFrequency>,
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    mut events: EventReader<PlayPitch>,
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    mut commands: Commands,
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) {
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    for _ in events.read() {
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        info!("playing pitch with frequency: {}", frequency.0);
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        commands.spawn((
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            AudioPlayer(pitch_assets.add(Pitch::new(frequency.0, Duration::new(1, 0)))),
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            PlaybackSettings::DESPAWN,
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        ));
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        info!("number of pitch assets: {}", pitch_assets.len());
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    }
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}
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fn keyboard_input_system(
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    keyboard_input: Res<ButtonInput<KeyCode>>,
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    mut frequency: ResMut<PitchFrequency>,
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    mut events: EventWriter<PlayPitch>,
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) {
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    if keyboard_input.just_pressed(KeyCode::ArrowUp) {
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        frequency.0 *= ops::powf(2.0f32, 1.0 / 12.0);
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    }
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    if keyboard_input.just_pressed(KeyCode::ArrowDown) {
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        frequency.0 /= ops::powf(2.0f32, 1.0 / 12.0);
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    }
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    if keyboard_input.just_pressed(KeyCode::Space) {
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        events.send(PlayPitch);
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    }
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}
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