bevy/examples/audio/decodable.rs
Liam Gallagher dff071c2a8
Ability to set a Global Volume (#7706)
# Objective

Adds a new resource to control a global volume.
Fixes #7690

---

## Solution

Added a new resource to control global volume, this is then multiplied
with an audio sources volume to get the output volume, individual audio
sources can opt out of this my enabling the `absolute_volume` field in
`PlaybackSettings`.

---

## Changelog

### Added
- `GlobalVolume` a resource to control global volume (in prelude).
- `global_volume` field to `AudioPlugin` or setting the initial value of
`GlobalVolume`.
- `Volume` enum that can be `Relative` or `Absolute`.
- `VolumeLevel` struct for defining a volume level.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-04-10 14:08:43 +00:00

103 lines
2.9 KiB
Rust

//! Shows how to create a custom `Decodable` type by implementing a Sine wave.
use bevy::audio::AddAudioSource;
use bevy::audio::AudioPlugin;
use bevy::audio::Source;
use bevy::prelude::*;
use bevy::reflect::TypeUuid;
use bevy::utils::Duration;
// This struct usually contains the data for the audio being played.
// This is where data read from an audio file would be stored, for example.
// Implementing `TypeUuid` will automatically implement `Asset`.
// This allows the type to be registered as an asset.
#[derive(TypeUuid)]
#[uuid = "c2090c23-78fd-44f1-8508-c89b1f3cec29"]
struct SineAudio {
frequency: f32,
}
// This decoder is responsible for playing the audio,
// and so stores data about the audio being played.
struct SineDecoder {
// how far along one period the wave is (between 0 and 1)
current_progress: f32,
// how much we move along the period every frame
progress_per_frame: f32,
// how long a period is
period: f32,
sample_rate: u32,
}
impl SineDecoder {
fn new(frequency: f32) -> Self {
// standard sample rate for most recordings
let sample_rate = 44_100;
SineDecoder {
current_progress: 0.,
progress_per_frame: frequency / sample_rate as f32,
period: std::f32::consts::PI * 2.,
sample_rate,
}
}
}
// The decoder must implement iterator so that it can implement `Decodable`.
impl Iterator for SineDecoder {
type Item = f32;
fn next(&mut self) -> Option<Self::Item> {
self.current_progress += self.progress_per_frame;
// we loop back round to 0 to avoid floating point inaccuracies
self.current_progress %= 1.;
Some(f32::sin(self.period * self.current_progress))
}
}
// `Source` is what allows the audio source to be played by bevy.
// This trait provides information on the audio.
impl Source for SineDecoder {
fn current_frame_len(&self) -> Option<usize> {
None
}
fn channels(&self) -> u16 {
1
}
fn sample_rate(&self) -> u32 {
self.sample_rate
}
fn total_duration(&self) -> Option<Duration> {
None
}
}
// Finally `Decodable` can be implemented for our `SineAudio`.
impl Decodable for SineAudio {
type Decoder = SineDecoder;
type DecoderItem = <SineDecoder as Iterator>::Item;
fn decoder(&self) -> Self::Decoder {
SineDecoder::new(self.frequency)
}
}
fn main() {
let mut app = App::new();
// register the audio source so that it can be used
app.add_plugins(DefaultPlugins.set(AudioPlugin {
global_volume: GlobalVolume::new(0.2),
}))
.add_audio_source::<SineAudio>()
.add_systems(Startup, setup)
.run();
}
fn setup(mut assets: ResMut<Assets<SineAudio>>, audio: Res<Audio<SineAudio>>) {
// add a `SineAudio` to the asset server so that it can be played
let audio_handle = assets.add(SineAudio {
frequency: 440., //this is the frequency of A4
});
audio.play(audio_handle);
}