bevy/crates/bevy_audio/src/lib.rs
Joona Aalto ed151e756c
Migrate audio to required components (#15573)
# 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")));
```
2024-10-01 22:43:29 +00:00

126 lines
3.8 KiB
Rust

#![forbid(unsafe_code)]
#![cfg_attr(docsrs, feature(doc_auto_cfg))]
#![doc(
html_logo_url = "https://bevyengine.org/assets/icon.png",
html_favicon_url = "https://bevyengine.org/assets/icon.png"
)]
//! Audio support for the game engine Bevy
//!
//! ```no_run
//! # use bevy_ecs::prelude::*;
//! # use bevy_audio::{AudioPlayer, AudioPlugin, AudioSource, PlaybackSettings};
//! # use bevy_asset::{AssetPlugin, AssetServer};
//! # use bevy_app::{App, AppExit, NoopPluginGroup as MinimalPlugins, Startup};
//! fn main() {
//! App::new()
//! .add_plugins((MinimalPlugins, AssetPlugin::default(), AudioPlugin::default()))
//! .add_systems(Startup, play_background_audio)
//! .run();
//! }
//!
//! fn play_background_audio(asset_server: Res<AssetServer>, mut commands: Commands) {
//! commands.spawn((
//! AudioPlayer::<AudioSource>(asset_server.load("background_audio.ogg")),
//! PlaybackSettings::LOOP,
//! ));
//! }
//! ```
extern crate alloc;
mod audio;
mod audio_output;
mod audio_source;
mod pitch;
mod sinks;
/// The audio prelude.
///
/// This includes the most common types in this crate, re-exported for your convenience.
#[expect(deprecated)]
pub mod prelude {
#[doc(hidden)]
pub use crate::{
AudioBundle, AudioPlayer, AudioSink, AudioSinkPlayback, AudioSource, AudioSourceBundle,
Decodable, GlobalVolume, Pitch, PitchBundle, PlaybackSettings, SpatialAudioSink,
SpatialListener,
};
}
pub use audio::*;
pub use audio_source::*;
pub use pitch::*;
pub use rodio::{cpal::Sample as CpalSample, source::Source, Sample};
pub use sinks::*;
use bevy_app::prelude::*;
use bevy_asset::{Asset, AssetApp};
use bevy_ecs::prelude::*;
use bevy_transform::TransformSystem;
use audio_output::*;
/// Set for the audio playback systems, so they can share a run condition
#[derive(SystemSet, Debug, Default, Clone, Copy, PartialEq, Eq, Hash)]
struct AudioPlaySet;
/// Adds support for audio playback to a Bevy Application
///
/// Insert an [`AudioPlayer`] onto your entities to play audio.
#[derive(Default)]
pub struct AudioPlugin {
/// The global volume for all audio entities.
pub global_volume: GlobalVolume,
/// The scale factor applied to the positions of audio sources and listeners for
/// spatial audio.
pub default_spatial_scale: SpatialScale,
}
impl Plugin for AudioPlugin {
fn build(&self, app: &mut App) {
app.register_type::<Volume>()
.register_type::<GlobalVolume>()
.register_type::<SpatialListener>()
.register_type::<DefaultSpatialScale>()
.register_type::<PlaybackMode>()
.register_type::<PlaybackSettings>()
.insert_resource(self.global_volume)
.insert_resource(DefaultSpatialScale(self.default_spatial_scale))
.configure_sets(
PostUpdate,
AudioPlaySet
.run_if(audio_output_available)
.after(TransformSystem::TransformPropagate), // For spatial audio transforms
)
.add_systems(
PostUpdate,
(update_emitter_positions, update_listener_positions).in_set(AudioPlaySet),
)
.init_resource::<AudioOutput>();
#[cfg(any(feature = "mp3", feature = "flac", feature = "wav", feature = "vorbis"))]
{
app.add_audio_source::<AudioSource>();
app.init_asset_loader::<AudioLoader>();
}
app.add_audio_source::<Pitch>();
}
}
impl AddAudioSource for App {
fn add_audio_source<T>(&mut self) -> &mut Self
where
T: Decodable + Asset,
f32: rodio::cpal::FromSample<T::DecoderItem>,
{
self.init_asset::<T>().add_systems(
PostUpdate,
(play_queued_audio_system::<T>, cleanup_finished_audio::<T>).in_set(AudioPlaySet),
);
self
}
}