 1ba7429371
			
		
	
	
		1ba7429371
		
	
	
	
	
		
			
			# Objective Provide a starting point for #3951, or a partial solution. Providing a few comment blocks to discuss, and hopefully find better one in the process. ## Solution Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. ## Changelog - Moved some existing comments from main() functions in the 2d examples to the file header level - Wrote some more comment blocks for most other 2d examples TODO: - [x] 2d/sprite_sheet, wasnt able to come up with something good yet - [x] all other example groups... Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
		
			
				
	
	
		
			67 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			67 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example illustrates how to load and play an audio file, and control how it's played.
 | |
| 
 | |
| use bevy::{audio::AudioSink, prelude::*};
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_startup_system(setup)
 | |
|         .add_system(update_speed)
 | |
|         .add_system(pause)
 | |
|         .add_system(volume)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     asset_server: Res<AssetServer>,
 | |
|     audio: Res<Audio>,
 | |
|     audio_sinks: Res<Assets<AudioSink>>,
 | |
| ) {
 | |
|     let music = asset_server.load("sounds/Windless Slopes.ogg");
 | |
|     let handle = audio_sinks.get_handle(audio.play(music));
 | |
|     commands.insert_resource(MusicController(handle));
 | |
| }
 | |
| 
 | |
| struct MusicController(Handle<AudioSink>);
 | |
| 
 | |
| fn update_speed(
 | |
|     audio_sinks: Res<Assets<AudioSink>>,
 | |
|     music_controller: Res<MusicController>,
 | |
|     time: Res<Time>,
 | |
| ) {
 | |
|     if let Some(sink) = audio_sinks.get(&music_controller.0) {
 | |
|         sink.set_speed(((time.seconds_since_startup() / 5.0).sin() as f32 + 1.0).max(0.1));
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn pause(
 | |
|     keyboard_input: Res<Input<KeyCode>>,
 | |
|     audio_sinks: Res<Assets<AudioSink>>,
 | |
|     music_controller: Res<MusicController>,
 | |
| ) {
 | |
|     if keyboard_input.just_pressed(KeyCode::Space) {
 | |
|         if let Some(sink) = audio_sinks.get(&music_controller.0) {
 | |
|             if sink.is_paused() {
 | |
|                 sink.play()
 | |
|             } else {
 | |
|                 sink.pause()
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn volume(
 | |
|     keyboard_input: Res<Input<KeyCode>>,
 | |
|     audio_sinks: Res<Assets<AudioSink>>,
 | |
|     music_controller: Res<MusicController>,
 | |
| ) {
 | |
|     if let Some(sink) = audio_sinks.get(&music_controller.0) {
 | |
|         if keyboard_input.just_pressed(KeyCode::Plus) {
 | |
|             sink.set_volume(sink.volume() + 0.1);
 | |
|         } else if keyboard_input.just_pressed(KeyCode::Minus) {
 | |
|             sink.set_volume(sink.volume() - 0.1);
 | |
|         }
 | |
|     }
 | |
| }
 |