 ca1802b774
			
		
	
	
		ca1802b774
		
	
	
	
	
		
			
			# Objective - Add basic spatial audio support to Bevy - this is what rodio supports, so no HRTF, just simple stereo channel manipulation - no "built-in" ECS support: `Emitter` and `Listener` should be components that would automatically update the positions This PR goal is to just expose rodio functionality, made possible with the recent update to rodio 0.16. A proper ECS integration opens a lot more questions, and would probably require an RFC Also updates rodio and fixes #6122
		
			
				
	
	
		
			92 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			92 lines
		
	
	
		
			2.7 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::*, sprite::MaterialMesh2dBundle};
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup)
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|         .add_system(update_positions)
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|         .run();
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| }
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| 
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| /// Spatial audio uses the distance to attenuate the sound volume. In 2D with the default camera, 1 pixel is 1 unit of distance,
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| /// so we use a scale so that 100 pixels is 1 unit of distance for audio.
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| const AUDIO_SCALE: f32 = 100.0;
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| 
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| fn setup(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<ColorMaterial>>,
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|     asset_server: Res<AssetServer>,
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|     audio: Res<Audio>,
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|     audio_sinks: Res<Assets<SpatialAudioSink>>,
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| ) {
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|     // Space between the two ears
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|     let gap = 400.0;
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| 
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|     let music = asset_server.load("sounds/Windless Slopes.ogg");
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|     let handle = audio_sinks.get_handle(audio.play_spatial_with_settings(
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|         music,
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|         PlaybackSettings::LOOP,
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|         Transform::IDENTITY,
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|         gap / AUDIO_SCALE,
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|         Vec3::ZERO,
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|     ));
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|     commands.insert_resource(AudioController(handle));
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| 
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|     // left ear
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|     commands.spawn(SpriteBundle {
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|         sprite: Sprite {
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|             color: Color::RED,
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|             custom_size: Some(Vec2::splat(20.0)),
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|             ..default()
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|         },
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|         transform: Transform::from_xyz(-gap / 2.0, 0.0, 0.0),
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|         ..default()
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|     });
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| 
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|     // right ear
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|     commands.spawn(SpriteBundle {
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|         sprite: Sprite {
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|             color: Color::GREEN,
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|             custom_size: Some(Vec2::splat(20.0)),
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|             ..default()
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|         },
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|         transform: Transform::from_xyz(gap / 2.0, 0.0, 0.0),
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|         ..default()
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|     });
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| 
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|     // sound emitter
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|     commands.spawn((
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|         MaterialMesh2dBundle {
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|             mesh: meshes.add(shape::Circle::new(15.0).into()).into(),
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|             material: materials.add(ColorMaterial::from(Color::BLUE)),
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|             transform: Transform::from_translation(Vec3::new(0.0, 50.0, 0.0)),
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|             ..default()
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|         },
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|         Emitter,
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|     ));
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| 
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|     // camera
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|     commands.spawn(Camera2dBundle::default());
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| }
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| 
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| #[derive(Component)]
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| struct Emitter;
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| 
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| #[derive(Resource)]
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| struct AudioController(Handle<SpatialAudioSink>);
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| 
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| fn update_positions(
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|     audio_sinks: Res<Assets<SpatialAudioSink>>,
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|     music_controller: Res<AudioController>,
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|     time: Res<Time>,
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|     mut emitter: Query<&mut Transform, With<Emitter>>,
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| ) {
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|     if let Some(sink) = audio_sinks.get(&music_controller.0) {
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|         let mut emitter_transform = emitter.single_mut();
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|         emitter_transform.translation.x = time.elapsed_seconds().sin() * 500.0;
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|         sink.set_emitter_position(emitter_transform.translation / AUDIO_SCALE);
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|     }
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| }
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