# 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
		
			
				
	
	
		
			99 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			99 lines
		
	
	
		
			2.8 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::*;
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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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fn setup(
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    mut commands: Commands,
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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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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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    // Space between the two ears
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    let gap = 4.0;
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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,
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        Vec3::ZERO,
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    ));
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    commands.insert_resource(AudioController(handle));
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    // left ear
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(Mesh::from(shape::Cube { size: 0.2 })),
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        material: materials.add(Color::RED.into()),
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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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    // right ear
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(Mesh::from(shape::Cube { size: 0.2 })),
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        material: materials.add(Color::GREEN.into()),
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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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    // sound emitter
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    commands.spawn((
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        PbrBundle {
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            mesh: meshes.add(Mesh::from(shape::UVSphere {
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                radius: 0.2,
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                ..default()
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            })),
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            material: materials.add(Color::BLUE.into()),
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            transform: Transform::from_xyz(0.0, 0.0, 0.0),
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            ..default()
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        },
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        Emitter,
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    ));
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    // light
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    commands.spawn(PointLightBundle {
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        point_light: PointLight {
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            intensity: 1500.0,
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            shadows_enabled: true,
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            ..default()
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        },
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        transform: Transform::from_xyz(4.0, 8.0, 4.0),
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        ..default()
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    });
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    // camera
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    commands.spawn(Camera3dBundle {
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        transform: Transform::from_xyz(0.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ..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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#[derive(Resource)]
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struct AudioController(Handle<SpatialAudioSink>);
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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() * 3.0;
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        emitter_transform.translation.z = time.elapsed_seconds().cos() * 3.0;
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        sink.set_emitter_position(emitter_transform.translation);
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    }
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}
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