bevy/examples/audio/spatial_audio_2d.rs
Alice Cecile de004da8d5
Rename bevy_render::Color to LegacyColor (#12069)
# Objective

The migration process for `bevy_color` (#12013) will be fairly involved:
there will be hundreds of affected files, and a large number of APIs.

## Solution

To allow us to proceed granularly, we're going to keep both
`bevy_color::Color` (new) and `bevy_render::Color` (old) around until
the migration is complete.

However, simply doing this directly is confusing! They're both called
`Color`, making it very hard to tell when a portion of the code has been
ported.

As discussed in #12056, by renaming the old `Color` type, we can make it
easier to gradually migrate over, one API at a time.

## Migration Guide

THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK.

This change should not be shipped to end users: delete this section in
the final migration guide!

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-24 21:35:32 +00:00

140 lines
4.1 KiB
Rust

//! This example illustrates how to load and play an audio file, and control where the sounds seems to come from.
use bevy::{
audio::{AudioPlugin, SpatialScale},
prelude::*,
sprite::MaterialMesh2dBundle,
};
/// Spatial audio uses the distance to attenuate the sound volume. In 2D with the default camera,
/// 1 pixel is 1 unit of distance, so we use a scale so that 100 pixels is 1 unit of distance for
/// audio.
const AUDIO_SCALE: f32 = 1. / 100.0;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(AudioPlugin {
default_spatial_scale: SpatialScale::new_2d(AUDIO_SCALE),
..default()
}))
.add_systems(Startup, setup)
.add_systems(Update, update_emitters)
.add_systems(Update, update_listener)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
asset_server: Res<AssetServer>,
) {
// Space between the two ears
let gap = 400.0;
// sound emitter
commands.spawn((
MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(15.0)).into(),
material: materials.add(LegacyColor::BLUE),
transform: Transform::from_translation(Vec3::new(0.0, 50.0, 0.0)),
..default()
},
Emitter::default(),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
let listener = SpatialListener::new(gap);
commands
.spawn((SpatialBundle::default(), listener.clone()))
.with_children(|parent| {
// left ear
parent.spawn(SpriteBundle {
sprite: Sprite {
color: LegacyColor::RED,
custom_size: Some(Vec2::splat(20.0)),
..default()
},
transform: Transform::from_xyz(-gap / 2.0, 0.0, 0.0),
..default()
});
// right ear
parent.spawn(SpriteBundle {
sprite: Sprite {
color: LegacyColor::GREEN,
custom_size: Some(Vec2::splat(20.0)),
..default()
},
transform: Transform::from_xyz(gap / 2.0, 0.0, 0.0),
..default()
});
});
// example instructions
commands.spawn(
TextBundle::from_section(
"Up/Down/Left/Right: Move Listener\nSpace: Toggle Emitter Movement",
TextStyle {
font_size: 20.0,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
// camera
commands.spawn(Camera2dBundle::default());
}
#[derive(Component, Default)]
struct Emitter {
stopped: bool,
}
fn update_emitters(
time: Res<Time>,
mut emitters: Query<(&mut Transform, &mut Emitter), With<Emitter>>,
keyboard: Res<ButtonInput<KeyCode>>,
) {
for (mut emitter_transform, mut emitter) in emitters.iter_mut() {
if keyboard.just_pressed(KeyCode::Space) {
emitter.stopped = !emitter.stopped;
}
if !emitter.stopped {
emitter_transform.translation.x = time.elapsed_seconds().sin() * 500.0;
}
}
}
fn update_listener(
keyboard: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
mut listeners: Query<&mut Transform, With<SpatialListener>>,
) {
let mut transform = listeners.single_mut();
let speed = 200.;
if keyboard.pressed(KeyCode::ArrowRight) {
transform.translation.x += speed * time.delta_seconds();
}
if keyboard.pressed(KeyCode::ArrowLeft) {
transform.translation.x -= speed * time.delta_seconds();
}
if keyboard.pressed(KeyCode::ArrowUp) {
transform.translation.y += speed * time.delta_seconds();
}
if keyboard.pressed(KeyCode::ArrowDown) {
transform.translation.y -= speed * time.delta_seconds();
}
}