2023-02-20 15:31:07 +00:00
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//! This example illustrates how to load and play an audio file, and control where the sounds seems to come from.
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Migrate from `LegacyColor` to `bevy_color::Color` (#12163)
# Objective
- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes #12056.
## Solution
I've chosen to use the polymorphic `Color` type as our standard
user-facing API.
- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes
Incidental improvements to ease migration:
- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`
## Migration Guide
Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.
These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.
TODO...
- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
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use bevy::{
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2024-03-05 23:42:03 +00:00
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color::palettes::basic::{BLUE, LIME, RED},
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Migrate from `LegacyColor` to `bevy_color::Color` (#12163)
# Objective
- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes #12056.
## Solution
I've chosen to use the polymorphic `Color` type as our standard
user-facing API.
- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes
Incidental improvements to ease migration:
- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`
## Migration Guide
Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.
These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.
TODO...
- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
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prelude::*,
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2024-10-13 17:05:20 +00:00
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time::Stopwatch,
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Migrate from `LegacyColor` to `bevy_color::Color` (#12163)
# Objective
- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes #12056.
## Solution
I've chosen to use the polymorphic `Color` type as our standard
user-facing API.
- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes
Incidental improvements to ease migration:
- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`
## Migration Guide
Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.
These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.
TODO...
- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
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};
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2023-02-20 15:31:07 +00:00
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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2023-03-18 01:45:34 +00:00
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.add_systems(Startup, setup)
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.add_systems(Update, update_positions)
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More ergonomic spatial audio (#9800)
# Objective
Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.
Hopefully the migration guide entry speaks for itself.
## Solution
Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.
## Changelog
`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.
## Migration Guide
Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.
If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.
```rust
// Old
commands.spawn(
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(listener_position, gap, emitter_position),
},
);
fn update(
emitter_query: Query<(&Transform, &SpatialAudioSink)>,
listener_query: Query<&Transform, With<Listener>>,
) {
let listener = listener_query.single();
for (transform, sink) in &emitter_query {
sink.set_emitter_position(transform.translation);
sink.set_listener_position(*listener, gap);
}
}
// New
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(listener_position)),
SpatialListener::new(gap),
));
```
## Discussion
I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.
`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.
Let me know what you think about these things / everything else.
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-10-09 19:43:56 +00:00
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.add_systems(Update, update_listener)
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2023-02-20 15:31:07 +00:00
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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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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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bevy_audio: ECS-based API redesign (#8424)
# Objective
Improve the `bevy_audio` API to make it more user-friendly and
ECS-idiomatic. This PR is a first-pass at addressing some of the most
obvious (to me) problems. In the interest of keeping the scope small,
further improvements can be done in future PRs.
The current `bevy_audio` API is very clunky to work with, due to how it
(ab)uses bevy assets to represent audio sinks.
The user needs to write a lot of boilerplate (accessing
`Res<Assets<AudioSink>>`) and deal with a lot of cognitive overhead
(worry about strong vs. weak handles, etc.) in order to control audio
playback.
Audio playback is initiated via a centralized `Audio` resource, which
makes it difficult to keep track of many different sounds playing in a
typical game.
Further, everything carries a generic type parameter for the sound
source type, making it difficult to mix custom sound sources (such as
procedurally generated audio or unofficial formats) with regular audio
assets.
Let's fix these issues.
## Solution
Refactor `bevy_audio` to a more idiomatic ECS API. Remove the `Audio`
resource. Do everything via entities and components instead.
Audio playback data is now stored in components:
- `PlaybackSettings`, `SpatialSettings`, `Handle<AudioSource>` are now
components. The user inserts them to tell Bevy to play a sound and
configure the initial playback parameters.
- `AudioSink`, `SpatialAudioSink` are now components instead of special
magical "asset" types. They are inserted by Bevy when it actually begins
playing the sound, and can be queried for by the user in order to
control the sound during playback.
Bundles: `AudioBundle` and `SpatialAudioBundle` are available to make it
easy for users to play sounds. Spawn an entity with one of these bundles
(or insert them to a complex entity alongside other stuff) to play a
sound.
Each entity represents a sound to be played.
There is also a new "auto-despawn" feature (activated using
`PlaybackSettings`), which, if enabled, tells Bevy to despawn entities
when the sink playback finishes. This allows for "fire-and-forget" sound
playback. Users can simply
spawn entities whenever they want to play sounds and not have to worry
about leaking memory.
## Unsolved Questions
I think the current design is *fine*. I'd be happy for it to be merged.
It has some possibly-surprising usability pitfalls, but I think it is
still much better than the old `bevy_audio`. Here are some discussion
questions for things that we could further improve. I'm undecided on
these questions, which is why I didn't implement them. We should decide
which of these should be addressed in this PR, and what should be left
for future PRs. Or if they should be addressed at all.
### What happens when sounds start playing?
Currently, the audio sink components are inserted and the bundle
components are kept. Should Bevy remove the bundle components? Something
else?
The current design allows an entity to be reused for playing the same
sound with the same parameters repeatedly. This is a niche use case I'd
like to be supported, but if we have to give it up for a simpler design,
I'd be fine with that.
### What happens if users remove any of the components themselves?
As described above, currently, entities can be reused. Removing the
audio sink causes it to be "detached" (I kept the old `Drop` impl), so
the sound keeps playing. However, if the audio bundle components are not
removed, Bevy will detect this entity as a "queued" sound entity again
(has the bundle compoenents, without a sink component), just like before
playing the sound the first time, and start playing the sound again.
This behavior might be surprising? Should we do something different?
### Should mutations to `PlaybackSettings` be applied to the audio sink?
We currently do not do that. `PlaybackSettings` is just for the initial
settings when the sound starts playing. This is clearly documented.
Do we want to keep this behavior, or do we want to allow users to use
`PlaybackSettings` instead of `AudioSink`/`SpatialAudioSink` to control
sounds during playback too?
I think I prefer for them to be kept separate. It is not a bad mental
model once you understand it, and it is documented.
### Should `AudioSink` and `SpatialAudioSink` be unified into a single
component type?
They provide a similar API (via the `AudioSinkPlayback` trait) and it
might be annoying for users to have to deal with both of them. The
unification could be done using an enum that is matched on internally by
the methods. Spatial audio has extra features, so this might make it
harder to access. I think we shouldn't.
### Automatic synchronization of spatial sound properties from
Transforms?
Should Bevy automatically apply changes to Transforms to spatial audio
entities? How do we distinguish between listener and emitter? Which one
does the transform represent? Where should the other one come from?
Alternatively, leave this problem for now, and address it in a future
PR. Or do nothing, and let users deal with it, as shown in the
`spatial_audio_2d` and `spatial_audio_3d` examples.
---
## Changelog
Added:
- `AudioBundle`/`SpatialAudioBundle`, add them to entities to play
sounds.
Removed:
- The `Audio` resource.
- `AudioOutput` is no longer `pub`.
Changed:
- `AudioSink`, `SpatialAudioSink` are now components instead of assets.
## Migration Guide
// TODO: write a more detailed migration guide, after the "unsolved
questions" are answered and this PR is finalized.
Before:
```rust
/// Need to store handles somewhere
#[derive(Resource)]
struct MyMusic {
sink: Handle<AudioSink>,
}
fn play_music(
asset_server: Res<AssetServer>,
audio: Res<Audio>,
audio_sinks: Res<Assets<AudioSink>>,
mut commands: Commands,
) {
let weak_handle = audio.play_with_settings(
asset_server.load("music.ogg"),
PlaybackSettings::LOOP.with_volume(0.5),
);
// upgrade to strong handle and store it
commands.insert_resource(MyMusic {
sink: audio_sinks.get_handle(weak_handle),
});
}
fn toggle_pause_music(
audio_sinks: Res<Assets<AudioSink>>,
mymusic: Option<Res<MyMusic>>,
) {
if let Some(mymusic) = &mymusic {
if let Some(sink) = audio_sinks.get(&mymusic.sink) {
sink.toggle();
}
}
}
```
Now:
```rust
/// Marker component for our music entity
#[derive(Component)]
struct MyMusic;
fn play_music(
mut commands: Commands,
asset_server: Res<AssetServer>,
) {
commands.spawn((
AudioBundle::from_audio_source(asset_server.load("music.ogg"))
.with_settings(PlaybackSettings::LOOP.with_volume(0.5)),
MyMusic,
));
}
fn toggle_pause_music(
// `AudioSink` will be inserted by Bevy when the audio starts playing
query_music: Query<&AudioSink, With<MyMusic>>,
) {
if let Ok(sink) = query.get_single() {
sink.toggle();
}
}
```
2023-07-07 23:01:17 +00:00
|
|
|
// sound emitter
|
|
|
|
commands.spawn((
|
Migrate meshes and materials to required components (#15524)
# Objective
A big step in the migration to required components: meshes and
materials!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):
- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:
![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)
![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)
Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.
## Testing
I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!
## Implementation Notes
- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.
---
## Migration Guide
Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.
Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.
The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
|
|
|
Mesh3d(meshes.add(Sphere::new(0.2).mesh().uv(32, 18))),
|
|
|
|
MeshMaterial3d(materials.add(Color::from(BLUE))),
|
|
|
|
Transform::from_xyz(0.0, 0.0, 0.0),
|
More ergonomic spatial audio (#9800)
# Objective
Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.
Hopefully the migration guide entry speaks for itself.
## Solution
Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.
## Changelog
`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.
## Migration Guide
Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.
If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.
```rust
// Old
commands.spawn(
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(listener_position, gap, emitter_position),
},
);
fn update(
emitter_query: Query<(&Transform, &SpatialAudioSink)>,
listener_query: Query<&Transform, With<Listener>>,
) {
let listener = listener_query.single();
for (transform, sink) in &emitter_query {
sink.set_emitter_position(transform.translation);
sink.set_listener_position(*listener, gap);
}
}
// New
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(listener_position)),
SpatialListener::new(gap),
));
```
## Discussion
I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.
`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.
Let me know what you think about these things / everything else.
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-10-09 19:43:56 +00:00
|
|
|
Emitter::default(),
|
Migrate audio to required components (#15573)
# Objective
What's that? Another PR for the grand migration to required components?
This time, audio!
## Solution
Deprecate `AudioSourceBundle`, `AudioBundle`, and `PitchBundle`, as per
the [chosen
proposal](https://hackmd.io/@bevy/required_components/%2Fzxgp-zMMRUCdT7LY1ZDQwQ).
However, we cannot call the component `AudioSource`, because that's what
the stored asset is called. I deliberated on a few names, like
`AudioHandle`, or even just `Audio`, but landed on `AudioPlayer`, since
it's probably the most accurate and "nice" name for this. Open to
alternatives though.
---
## Migration Guide
Replace all insertions of `AudioSoucreBundle`, `AudioBundle`, and
`PitchBundle` with the `AudioPlayer` component. The other components
required by it will now be inserted automatically.
In cases where the generics cannot be inferred, you may need to specify
them explicitly. For example:
```rust
commands.spawn(AudioPlayer::<AudioSource>(asset_server.load("sounds/sick_beats.ogg")));
```
2024-10-01 22:43:29 +00:00
|
|
|
AudioPlayer::<AudioSource>(asset_server.load("sounds/Windless Slopes.ogg")),
|
|
|
|
PlaybackSettings::LOOP.with_spatial(true),
|
2023-02-20 15:31:07 +00:00
|
|
|
));
|
|
|
|
|
More ergonomic spatial audio (#9800)
# Objective
Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.
Hopefully the migration guide entry speaks for itself.
## Solution
Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.
## Changelog
`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.
## Migration Guide
Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.
If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.
```rust
// Old
commands.spawn(
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(listener_position, gap, emitter_position),
},
);
fn update(
emitter_query: Query<(&Transform, &SpatialAudioSink)>,
listener_query: Query<&Transform, With<Listener>>,
) {
let listener = listener_query.single();
for (transform, sink) in &emitter_query {
sink.set_emitter_position(transform.translation);
sink.set_listener_position(*listener, gap);
}
}
// New
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(listener_position)),
SpatialListener::new(gap),
));
```
## Discussion
I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.
`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.
Let me know what you think about these things / everything else.
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-10-09 19:43:56 +00:00
|
|
|
let listener = SpatialListener::new(gap);
|
|
|
|
commands
|
Deprecate SpatialBundle (#15830)
# Objective
- Required components replace bundles, but `SpatialBundle` is yet to be
deprecated
## Solution
- Deprecate `SpatialBundle`
- Insert `Transform` and `Visibility` instead in examples using it
- In `spawn` or `insert` inserting a default `Transform` or `Visibility`
with component already requiring either, remove those components from
the tuple
## Testing
- Did you test these changes? If so, how?
Yes, I ran the examples I changed and tests
- Are there any parts that need more testing?
The `gamepad_viewer` and and `custom_shader_instancing` examples don't
work as intended due to entirely unrelated code, didn't check main.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Run examples, or just check that all spawned values are identical
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
Linux, wayland trough x11 (cause that's the default feature)
---
## Migration Guide
`SpatialBundle` is now deprecated, insert `Transform` and `Visibility`
instead which will automatically insert all other components that were
in the bundle. If you do not specify these values and any other
components in your `spawn`/`insert` call already requires either of
these components you can leave that one out.
before:
```rust
commands.spawn(SpatialBundle::default());
```
after:
```rust
commands.spawn((Transform::default(), Visibility::default());
```
2024-10-13 17:28:22 +00:00
|
|
|
.spawn((
|
|
|
|
Transform::default(),
|
|
|
|
Visibility::default(),
|
|
|
|
listener.clone(),
|
|
|
|
))
|
More ergonomic spatial audio (#9800)
# Objective
Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.
Hopefully the migration guide entry speaks for itself.
## Solution
Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.
## Changelog
`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.
## Migration Guide
Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.
If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.
```rust
// Old
commands.spawn(
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(listener_position, gap, emitter_position),
},
);
fn update(
emitter_query: Query<(&Transform, &SpatialAudioSink)>,
listener_query: Query<&Transform, With<Listener>>,
) {
let listener = listener_query.single();
for (transform, sink) in &emitter_query {
sink.set_emitter_position(transform.translation);
sink.set_listener_position(*listener, gap);
}
}
// New
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(listener_position)),
SpatialListener::new(gap),
));
```
## Discussion
I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.
`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.
Let me know what you think about these things / everything else.
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-10-09 19:43:56 +00:00
|
|
|
.with_children(|parent| {
|
|
|
|
// left ear indicator
|
Migrate meshes and materials to required components (#15524)
# Objective
A big step in the migration to required components: meshes and
materials!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):
- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:
![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)
![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)
Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.
## Testing
I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!
## Implementation Notes
- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.
---
## Migration Guide
Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.
Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.
The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
|
|
|
parent.spawn((
|
|
|
|
Mesh3d(meshes.add(Cuboid::new(0.2, 0.2, 0.2))),
|
|
|
|
MeshMaterial3d(materials.add(Color::from(RED))),
|
|
|
|
Transform::from_translation(listener.left_ear_offset),
|
|
|
|
));
|
2023-02-20 15:31:07 +00:00
|
|
|
|
More ergonomic spatial audio (#9800)
# Objective
Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.
Hopefully the migration guide entry speaks for itself.
## Solution
Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.
## Changelog
`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.
## Migration Guide
Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.
If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.
```rust
// Old
commands.spawn(
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(listener_position, gap, emitter_position),
},
);
fn update(
emitter_query: Query<(&Transform, &SpatialAudioSink)>,
listener_query: Query<&Transform, With<Listener>>,
) {
let listener = listener_query.single();
for (transform, sink) in &emitter_query {
sink.set_emitter_position(transform.translation);
sink.set_listener_position(*listener, gap);
}
}
// New
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(listener_position)),
SpatialListener::new(gap),
));
```
## Discussion
I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.
`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.
Let me know what you think about these things / everything else.
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-10-09 19:43:56 +00:00
|
|
|
// right ear indicator
|
Migrate meshes and materials to required components (#15524)
# Objective
A big step in the migration to required components: meshes and
materials!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):
- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:
![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)
![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)
Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.
## Testing
I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!
## Implementation Notes
- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.
---
## Migration Guide
Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.
Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.
The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
|
|
|
parent.spawn((
|
|
|
|
Mesh3d(meshes.add(Cuboid::new(0.2, 0.2, 0.2))),
|
|
|
|
MeshMaterial3d(materials.add(Color::from(LIME))),
|
|
|
|
Transform::from_translation(listener.right_ear_offset),
|
|
|
|
));
|
More ergonomic spatial audio (#9800)
# Objective
Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.
Hopefully the migration guide entry speaks for itself.
## Solution
Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.
## Changelog
`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.
## Migration Guide
Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.
If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.
```rust
// Old
commands.spawn(
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(listener_position, gap, emitter_position),
},
);
fn update(
emitter_query: Query<(&Transform, &SpatialAudioSink)>,
listener_query: Query<&Transform, With<Listener>>,
) {
let listener = listener_query.single();
for (transform, sink) in &emitter_query {
sink.set_emitter_position(transform.translation);
sink.set_listener_position(*listener, gap);
}
}
// New
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(listener_position)),
SpatialListener::new(gap),
));
```
## Discussion
I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.
`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.
Let me know what you think about these things / everything else.
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-10-09 19:43:56 +00:00
|
|
|
});
|
2023-02-20 15:31:07 +00:00
|
|
|
|
|
|
|
// light
|
2024-10-01 03:20:43 +00:00
|
|
|
commands.spawn((
|
|
|
|
DirectionalLight::default(),
|
|
|
|
Transform::from_xyz(4.0, 8.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
|
|
));
|
More ergonomic spatial audio (#9800)
# Objective
Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.
Hopefully the migration guide entry speaks for itself.
## Solution
Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.
## Changelog
`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.
## Migration Guide
Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.
If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.
```rust
// Old
commands.spawn(
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(listener_position, gap, emitter_position),
},
);
fn update(
emitter_query: Query<(&Transform, &SpatialAudioSink)>,
listener_query: Query<&Transform, With<Listener>>,
) {
let listener = listener_query.single();
for (transform, sink) in &emitter_query {
sink.set_emitter_position(transform.translation);
sink.set_listener_position(*listener, gap);
}
}
// New
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(listener_position)),
SpatialListener::new(gap),
));
```
## Discussion
I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.
`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.
Let me know what you think about these things / everything else.
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-10-09 19:43:56 +00:00
|
|
|
|
|
|
|
// example instructions
|
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**
# Objective
- Implement https://github.com/bevyengine/bevy/discussions/15014
## Solution
This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.
Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.
## Testing
- [x] Text examples all work.
---
## Showcase
TODO: showcase-worthy
## Migration Guide
TODO: very breaking
### Accessing text spans by index
Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.
Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
let text = query.single_mut();
text.sections[1].value = format_time(time.elapsed());
}
```
After:
```rust
fn refresh_text(
query: Query<Entity, With<TimeText>>,
mut writer: UiTextWriter,
time: Res<Time>
) {
let entity = query.single();
*writer.text(entity, 1) = format_time(time.elapsed());
}
```
### Iterating text spans
Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
|
|
|
commands.spawn((
|
|
|
|
Text::new("Up/Down/Left/Right: Move Listener\nSpace: Toggle Emitter Movement"),
|
|
|
|
Style {
|
More ergonomic spatial audio (#9800)
# Objective
Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.
Hopefully the migration guide entry speaks for itself.
## Solution
Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.
## Changelog
`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.
## Migration Guide
Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.
If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.
```rust
// Old
commands.spawn(
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(listener_position, gap, emitter_position),
},
);
fn update(
emitter_query: Query<(&Transform, &SpatialAudioSink)>,
listener_query: Query<&Transform, With<Listener>>,
) {
let listener = listener_query.single();
for (transform, sink) in &emitter_query {
sink.set_emitter_position(transform.translation);
sink.set_listener_position(*listener, gap);
}
}
// New
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(listener_position)),
SpatialListener::new(gap),
));
```
## Discussion
I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.
`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.
Let me know what you think about these things / everything else.
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-10-09 19:43:56 +00:00
|
|
|
position_type: PositionType::Absolute,
|
|
|
|
bottom: Val::Px(12.0),
|
|
|
|
left: Val::Px(12.0),
|
|
|
|
..default()
|
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**
# Objective
- Implement https://github.com/bevyengine/bevy/discussions/15014
## Solution
This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.
Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.
## Testing
- [x] Text examples all work.
---
## Showcase
TODO: showcase-worthy
## Migration Guide
TODO: very breaking
### Accessing text spans by index
Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.
Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
let text = query.single_mut();
text.sections[1].value = format_time(time.elapsed());
}
```
After:
```rust
fn refresh_text(
query: Query<Entity, With<TimeText>>,
mut writer: UiTextWriter,
time: Res<Time>
) {
let entity = query.single();
*writer.text(entity, 1) = format_time(time.elapsed());
}
```
### Iterating text spans
Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
|
|
|
},
|
|
|
|
));
|
More ergonomic spatial audio (#9800)
# Objective
Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.
Hopefully the migration guide entry speaks for itself.
## Solution
Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.
## Changelog
`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.
## Migration Guide
Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.
If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.
```rust
// Old
commands.spawn(
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(listener_position, gap, emitter_position),
},
);
fn update(
emitter_query: Query<(&Transform, &SpatialAudioSink)>,
listener_query: Query<&Transform, With<Listener>>,
) {
let listener = listener_query.single();
for (transform, sink) in &emitter_query {
sink.set_emitter_position(transform.translation);
sink.set_listener_position(*listener, gap);
}
}
// New
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(listener_position)),
SpatialListener::new(gap),
));
```
## Discussion
I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.
`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.
Let me know what you think about these things / everything else.
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-10-09 19:43:56 +00:00
|
|
|
|
2023-02-20 15:31:07 +00:00
|
|
|
// camera
|
2024-10-05 01:59:52 +00:00
|
|
|
commands.spawn((
|
|
|
|
Camera3d::default(),
|
|
|
|
Transform::from_xyz(0.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
|
|
));
|
2023-02-20 15:31:07 +00:00
|
|
|
}
|
|
|
|
|
More ergonomic spatial audio (#9800)
# Objective
Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.
Hopefully the migration guide entry speaks for itself.
## Solution
Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.
## Changelog
`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.
## Migration Guide
Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.
If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.
```rust
// Old
commands.spawn(
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(listener_position, gap, emitter_position),
},
);
fn update(
emitter_query: Query<(&Transform, &SpatialAudioSink)>,
listener_query: Query<&Transform, With<Listener>>,
) {
let listener = listener_query.single();
for (transform, sink) in &emitter_query {
sink.set_emitter_position(transform.translation);
sink.set_listener_position(*listener, gap);
}
}
// New
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(listener_position)),
SpatialListener::new(gap),
));
```
## Discussion
I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.
`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.
Let me know what you think about these things / everything else.
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-10-09 19:43:56 +00:00
|
|
|
#[derive(Component, Default)]
|
|
|
|
struct Emitter {
|
2024-10-13 17:05:20 +00:00
|
|
|
stopwatch: Stopwatch,
|
More ergonomic spatial audio (#9800)
# Objective
Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.
Hopefully the migration guide entry speaks for itself.
## Solution
Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.
## Changelog
`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.
## Migration Guide
Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.
If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.
```rust
// Old
commands.spawn(
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(listener_position, gap, emitter_position),
},
);
fn update(
emitter_query: Query<(&Transform, &SpatialAudioSink)>,
listener_query: Query<&Transform, With<Listener>>,
) {
let listener = listener_query.single();
for (transform, sink) in &emitter_query {
sink.set_emitter_position(transform.translation);
sink.set_listener_position(*listener, gap);
}
}
// New
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(listener_position)),
SpatialListener::new(gap),
));
```
## Discussion
I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.
`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.
Let me know what you think about these things / everything else.
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-10-09 19:43:56 +00:00
|
|
|
}
|
2023-02-20 15:31:07 +00:00
|
|
|
|
|
|
|
fn update_positions(
|
|
|
|
time: Res<Time>,
|
More ergonomic spatial audio (#9800)
# Objective
Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.
Hopefully the migration guide entry speaks for itself.
## Solution
Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.
## Changelog
`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.
## Migration Guide
Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.
If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.
```rust
// Old
commands.spawn(
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(listener_position, gap, emitter_position),
},
);
fn update(
emitter_query: Query<(&Transform, &SpatialAudioSink)>,
listener_query: Query<&Transform, With<Listener>>,
) {
let listener = listener_query.single();
for (transform, sink) in &emitter_query {
sink.set_emitter_position(transform.translation);
sink.set_listener_position(*listener, gap);
}
}
// New
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(listener_position)),
SpatialListener::new(gap),
));
```
## Discussion
I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.
`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.
Let me know what you think about these things / everything else.
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-10-09 19:43:56 +00:00
|
|
|
mut emitters: Query<(&mut Transform, &mut Emitter), With<Emitter>>,
|
2023-12-06 20:32:34 +00:00
|
|
|
keyboard: Res<ButtonInput<KeyCode>>,
|
2023-02-20 15:31:07 +00:00
|
|
|
) {
|
More ergonomic spatial audio (#9800)
# Objective
Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.
Hopefully the migration guide entry speaks for itself.
## Solution
Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.
## Changelog
`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.
## Migration Guide
Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.
If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.
```rust
// Old
commands.spawn(
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(listener_position, gap, emitter_position),
},
);
fn update(
emitter_query: Query<(&Transform, &SpatialAudioSink)>,
listener_query: Query<&Transform, With<Listener>>,
) {
let listener = listener_query.single();
for (transform, sink) in &emitter_query {
sink.set_emitter_position(transform.translation);
sink.set_listener_position(*listener, gap);
}
}
// New
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(listener_position)),
SpatialListener::new(gap),
));
```
## Discussion
I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.
`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.
Let me know what you think about these things / everything else.
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-10-09 19:43:56 +00:00
|
|
|
for (mut emitter_transform, mut emitter) in emitters.iter_mut() {
|
|
|
|
if keyboard.just_pressed(KeyCode::Space) {
|
2024-10-16 21:09:32 +00:00
|
|
|
if emitter.stopwatch.is_paused() {
|
2024-10-13 17:05:20 +00:00
|
|
|
emitter.stopwatch.unpause();
|
|
|
|
} else {
|
|
|
|
emitter.stopwatch.pause();
|
|
|
|
}
|
bevy_audio: ECS-based API redesign (#8424)
# Objective
Improve the `bevy_audio` API to make it more user-friendly and
ECS-idiomatic. This PR is a first-pass at addressing some of the most
obvious (to me) problems. In the interest of keeping the scope small,
further improvements can be done in future PRs.
The current `bevy_audio` API is very clunky to work with, due to how it
(ab)uses bevy assets to represent audio sinks.
The user needs to write a lot of boilerplate (accessing
`Res<Assets<AudioSink>>`) and deal with a lot of cognitive overhead
(worry about strong vs. weak handles, etc.) in order to control audio
playback.
Audio playback is initiated via a centralized `Audio` resource, which
makes it difficult to keep track of many different sounds playing in a
typical game.
Further, everything carries a generic type parameter for the sound
source type, making it difficult to mix custom sound sources (such as
procedurally generated audio or unofficial formats) with regular audio
assets.
Let's fix these issues.
## Solution
Refactor `bevy_audio` to a more idiomatic ECS API. Remove the `Audio`
resource. Do everything via entities and components instead.
Audio playback data is now stored in components:
- `PlaybackSettings`, `SpatialSettings`, `Handle<AudioSource>` are now
components. The user inserts them to tell Bevy to play a sound and
configure the initial playback parameters.
- `AudioSink`, `SpatialAudioSink` are now components instead of special
magical "asset" types. They are inserted by Bevy when it actually begins
playing the sound, and can be queried for by the user in order to
control the sound during playback.
Bundles: `AudioBundle` and `SpatialAudioBundle` are available to make it
easy for users to play sounds. Spawn an entity with one of these bundles
(or insert them to a complex entity alongside other stuff) to play a
sound.
Each entity represents a sound to be played.
There is also a new "auto-despawn" feature (activated using
`PlaybackSettings`), which, if enabled, tells Bevy to despawn entities
when the sink playback finishes. This allows for "fire-and-forget" sound
playback. Users can simply
spawn entities whenever they want to play sounds and not have to worry
about leaking memory.
## Unsolved Questions
I think the current design is *fine*. I'd be happy for it to be merged.
It has some possibly-surprising usability pitfalls, but I think it is
still much better than the old `bevy_audio`. Here are some discussion
questions for things that we could further improve. I'm undecided on
these questions, which is why I didn't implement them. We should decide
which of these should be addressed in this PR, and what should be left
for future PRs. Or if they should be addressed at all.
### What happens when sounds start playing?
Currently, the audio sink components are inserted and the bundle
components are kept. Should Bevy remove the bundle components? Something
else?
The current design allows an entity to be reused for playing the same
sound with the same parameters repeatedly. This is a niche use case I'd
like to be supported, but if we have to give it up for a simpler design,
I'd be fine with that.
### What happens if users remove any of the components themselves?
As described above, currently, entities can be reused. Removing the
audio sink causes it to be "detached" (I kept the old `Drop` impl), so
the sound keeps playing. However, if the audio bundle components are not
removed, Bevy will detect this entity as a "queued" sound entity again
(has the bundle compoenents, without a sink component), just like before
playing the sound the first time, and start playing the sound again.
This behavior might be surprising? Should we do something different?
### Should mutations to `PlaybackSettings` be applied to the audio sink?
We currently do not do that. `PlaybackSettings` is just for the initial
settings when the sound starts playing. This is clearly documented.
Do we want to keep this behavior, or do we want to allow users to use
`PlaybackSettings` instead of `AudioSink`/`SpatialAudioSink` to control
sounds during playback too?
I think I prefer for them to be kept separate. It is not a bad mental
model once you understand it, and it is documented.
### Should `AudioSink` and `SpatialAudioSink` be unified into a single
component type?
They provide a similar API (via the `AudioSinkPlayback` trait) and it
might be annoying for users to have to deal with both of them. The
unification could be done using an enum that is matched on internally by
the methods. Spatial audio has extra features, so this might make it
harder to access. I think we shouldn't.
### Automatic synchronization of spatial sound properties from
Transforms?
Should Bevy automatically apply changes to Transforms to spatial audio
entities? How do we distinguish between listener and emitter? Which one
does the transform represent? Where should the other one come from?
Alternatively, leave this problem for now, and address it in a future
PR. Or do nothing, and let users deal with it, as shown in the
`spatial_audio_2d` and `spatial_audio_3d` examples.
---
## Changelog
Added:
- `AudioBundle`/`SpatialAudioBundle`, add them to entities to play
sounds.
Removed:
- The `Audio` resource.
- `AudioOutput` is no longer `pub`.
Changed:
- `AudioSink`, `SpatialAudioSink` are now components instead of assets.
## Migration Guide
// TODO: write a more detailed migration guide, after the "unsolved
questions" are answered and this PR is finalized.
Before:
```rust
/// Need to store handles somewhere
#[derive(Resource)]
struct MyMusic {
sink: Handle<AudioSink>,
}
fn play_music(
asset_server: Res<AssetServer>,
audio: Res<Audio>,
audio_sinks: Res<Assets<AudioSink>>,
mut commands: Commands,
) {
let weak_handle = audio.play_with_settings(
asset_server.load("music.ogg"),
PlaybackSettings::LOOP.with_volume(0.5),
);
// upgrade to strong handle and store it
commands.insert_resource(MyMusic {
sink: audio_sinks.get_handle(weak_handle),
});
}
fn toggle_pause_music(
audio_sinks: Res<Assets<AudioSink>>,
mymusic: Option<Res<MyMusic>>,
) {
if let Some(mymusic) = &mymusic {
if let Some(sink) = audio_sinks.get(&mymusic.sink) {
sink.toggle();
}
}
}
```
Now:
```rust
/// Marker component for our music entity
#[derive(Component)]
struct MyMusic;
fn play_music(
mut commands: Commands,
asset_server: Res<AssetServer>,
) {
commands.spawn((
AudioBundle::from_audio_source(asset_server.load("music.ogg"))
.with_settings(PlaybackSettings::LOOP.with_volume(0.5)),
MyMusic,
));
}
fn toggle_pause_music(
// `AudioSink` will be inserted by Bevy when the audio starts playing
query_music: Query<&AudioSink, With<MyMusic>>,
) {
if let Ok(sink) = query.get_single() {
sink.toggle();
}
}
```
2023-07-07 23:01:17 +00:00
|
|
|
}
|
More ergonomic spatial audio (#9800)
# Objective
Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.
Hopefully the migration guide entry speaks for itself.
## Solution
Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.
## Changelog
`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.
## Migration Guide
Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.
If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.
```rust
// Old
commands.spawn(
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(listener_position, gap, emitter_position),
},
);
fn update(
emitter_query: Query<(&Transform, &SpatialAudioSink)>,
listener_query: Query<&Transform, With<Listener>>,
) {
let listener = listener_query.single();
for (transform, sink) in &emitter_query {
sink.set_emitter_position(transform.translation);
sink.set_listener_position(*listener, gap);
}
}
// New
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(listener_position)),
SpatialListener::new(gap),
));
```
## Discussion
I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.
`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.
Let me know what you think about these things / everything else.
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-10-09 19:43:56 +00:00
|
|
|
|
2024-10-13 17:05:20 +00:00
|
|
|
emitter.stopwatch.tick(time.delta());
|
|
|
|
|
2024-10-16 21:09:32 +00:00
|
|
|
if !emitter.stopwatch.is_paused() {
|
2024-10-13 17:05:20 +00:00
|
|
|
emitter_transform.translation.x = ops::sin(emitter.stopwatch.elapsed_secs()) * 3.0;
|
|
|
|
emitter_transform.translation.z = ops::cos(emitter.stopwatch.elapsed_secs()) * 3.0;
|
More ergonomic spatial audio (#9800)
# Objective
Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.
Hopefully the migration guide entry speaks for itself.
## Solution
Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.
## Changelog
`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.
## Migration Guide
Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.
If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.
```rust
// Old
commands.spawn(
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(listener_position, gap, emitter_position),
},
);
fn update(
emitter_query: Query<(&Transform, &SpatialAudioSink)>,
listener_query: Query<&Transform, With<Listener>>,
) {
let listener = listener_query.single();
for (transform, sink) in &emitter_query {
sink.set_emitter_position(transform.translation);
sink.set_listener_position(*listener, gap);
}
}
// New
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(listener_position)),
SpatialListener::new(gap),
));
```
## Discussion
I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.
`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.
Let me know what you think about these things / everything else.
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-10-09 19:43:56 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn update_listener(
|
2023-12-06 20:32:34 +00:00
|
|
|
keyboard: Res<ButtonInput<KeyCode>>,
|
More ergonomic spatial audio (#9800)
# Objective
Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.
Hopefully the migration guide entry speaks for itself.
## Solution
Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.
## Changelog
`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.
## Migration Guide
Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.
If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.
```rust
// Old
commands.spawn(
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(listener_position, gap, emitter_position),
},
);
fn update(
emitter_query: Query<(&Transform, &SpatialAudioSink)>,
listener_query: Query<&Transform, With<Listener>>,
) {
let listener = listener_query.single();
for (transform, sink) in &emitter_query {
sink.set_emitter_position(transform.translation);
sink.set_listener_position(*listener, gap);
}
}
// New
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(listener_position)),
SpatialListener::new(gap),
));
```
## Discussion
I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.
`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.
Let me know what you think about these things / everything else.
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-10-09 19:43:56 +00:00
|
|
|
time: Res<Time>,
|
2024-10-13 20:32:06 +00:00
|
|
|
mut listeners: Single<&mut Transform, With<SpatialListener>>,
|
More ergonomic spatial audio (#9800)
# Objective
Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.
Hopefully the migration guide entry speaks for itself.
## Solution
Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.
## Changelog
`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.
## Migration Guide
Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.
If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.
```rust
// Old
commands.spawn(
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(listener_position, gap, emitter_position),
},
);
fn update(
emitter_query: Query<(&Transform, &SpatialAudioSink)>,
listener_query: Query<&Transform, With<Listener>>,
) {
let listener = listener_query.single();
for (transform, sink) in &emitter_query {
sink.set_emitter_position(transform.translation);
sink.set_listener_position(*listener, gap);
}
}
// New
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(listener_position)),
SpatialListener::new(gap),
));
```
## Discussion
I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.
`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.
Let me know what you think about these things / everything else.
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-10-09 19:43:56 +00:00
|
|
|
) {
|
|
|
|
let speed = 2.;
|
|
|
|
|
Update winit dependency to 0.29 (#10702)
# Objective
- Update winit dependency to 0.29
## Changelog
### KeyCode changes
- Removed `ScanCode`, as it was [replaced by
KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292).
- `ReceivedCharacter.char` is now a `SmolStr`, [relevant
doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text).
- Changed most `KeyCode` values, and added more.
KeyCode has changed meaning. With this PR, it refers to physical
position on keyboard rather than the printed letter on keyboard keys.
In practice this means:
- On QWERTY keyboard layouts, nothing changes
- On any other keyboard layout, `KeyCode` no longer reflects the label
on key.
- This is "good". In bevy 0.12, when you used WASD for movement, users
with non-QWERTY keyboards couldn't play your game! This was especially
bad for non-latin keyboards. Now, WASD represents the physical keys. A
French player will press the ZQSD keys, which are near each other,
Kyrgyz players will use "Цфыв".
- This is "bad" as well. You can't know in advance what the label of the
key for input is. Your UI says "press WASD to move", even if in reality,
they should be pressing "ZQSD" or "Цфыв". You also no longer can use
`KeyCode` for text inputs. In any case, it was a pretty bad API for text
input. You should use `ReceivedCharacter` now instead.
### Other changes
- Use `web-time` rather than `instant` crate.
(https://github.com/rust-windowing/winit/pull/2836)
- winit did split `run_return` in `run_onDemand` and `pump_events`, I
did the same change in bevy_winit and used `pump_events`.
- Removed `return_from_run` from `WinitSettings` as `winit::run` now
returns on supported platforms.
- I left the example "return_after_run" as I think it's still useful.
- This winit change is done partly to allow to create a new window after
quitting all windows: https://github.com/emilk/egui/issues/1918 ; this
PR doesn't address.
- added `width` and `height` properties in the `canvas` from wasm
example
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168)
## Known regressions (important follow ups?)
- Provide an API for reacting when a specific key from current layout
was released.
- possible solutions: use winit::Key from winit::KeyEvent ; mapping
between KeyCode and Key ; or .
- We don't receive characters through alt+numpad (e.g. alt + 151 = "ù")
anymore ; reproduced on winit example "ime". maybe related to
https://github.com/rust-windowing/winit/issues/2945
- (windows) Window content doesn't refresh at all when resizing. By
reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect
we should just fire a `window.request_redraw();` from `AboutToWait`, and
handle actual redrawing within `RedrawRequested`. I'm not sure how to
move all that code so I'd appreciate it to be a follow up.
- (windows) unreleased winit fix for using set_control_flow in
AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm
not sure what the implications are, but that feels bad 🤔
## Follow up
I'd like to avoid bloating this PR, here are a few follow up tasks
worthy of a separate PR, or new issue to track them once this PR is
closed, as they would either complicate reviews, or at risk of being
controversial:
- remove CanvasParentResizePlugin
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856)
- avoid mentionning explicitly winit in docs from bevy_window ?
- NamedKey integration on bevy_input:
https://github.com/rust-windowing/winit/pull/3143 introduced a new
NamedKey variant. I implemented it only on the converters but we'd
benefit making the same changes to bevy_input.
- Add more info in KeyboardInput
https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313
- https://github.com/bevyengine/bevy/pull/9905 added a workaround on a
bug allegedly fixed by winit 0.29. We should check if it's still
necessary.
- update to raw_window_handle 0.6
- blocked by wgpu
- Rename `KeyCode` to `PhysicalKeyCode`
https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015
- remove `instant` dependency, [replaced
by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd
need to update to :
- fastrand >= 2.0
- [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7
- [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0
- Verify license, see
[discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800)
- we might be missing a short notice or description of changes made
- Consider using https://github.com/rust-windowing/cursor-icon directly
rather than vendoring it in bevy.
- investigate [this
unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986)
(`winit_window.canvas().unwrap();`)
- Use more good things about winit's update
- https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428
## Migration Guide
This PR should have one.
2023-12-21 07:40:47 +00:00
|
|
|
if keyboard.pressed(KeyCode::ArrowRight) {
|
2024-10-16 21:09:32 +00:00
|
|
|
listeners.translation.x += speed * time.delta_secs();
|
More ergonomic spatial audio (#9800)
# Objective
Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.
Hopefully the migration guide entry speaks for itself.
## Solution
Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.
## Changelog
`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.
## Migration Guide
Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.
If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.
```rust
// Old
commands.spawn(
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(listener_position, gap, emitter_position),
},
);
fn update(
emitter_query: Query<(&Transform, &SpatialAudioSink)>,
listener_query: Query<&Transform, With<Listener>>,
) {
let listener = listener_query.single();
for (transform, sink) in &emitter_query {
sink.set_emitter_position(transform.translation);
sink.set_listener_position(*listener, gap);
}
}
// New
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(listener_position)),
SpatialListener::new(gap),
));
```
## Discussion
I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.
`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.
Let me know what you think about these things / everything else.
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-10-09 19:43:56 +00:00
|
|
|
}
|
Update winit dependency to 0.29 (#10702)
# Objective
- Update winit dependency to 0.29
## Changelog
### KeyCode changes
- Removed `ScanCode`, as it was [replaced by
KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292).
- `ReceivedCharacter.char` is now a `SmolStr`, [relevant
doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text).
- Changed most `KeyCode` values, and added more.
KeyCode has changed meaning. With this PR, it refers to physical
position on keyboard rather than the printed letter on keyboard keys.
In practice this means:
- On QWERTY keyboard layouts, nothing changes
- On any other keyboard layout, `KeyCode` no longer reflects the label
on key.
- This is "good". In bevy 0.12, when you used WASD for movement, users
with non-QWERTY keyboards couldn't play your game! This was especially
bad for non-latin keyboards. Now, WASD represents the physical keys. A
French player will press the ZQSD keys, which are near each other,
Kyrgyz players will use "Цфыв".
- This is "bad" as well. You can't know in advance what the label of the
key for input is. Your UI says "press WASD to move", even if in reality,
they should be pressing "ZQSD" or "Цфыв". You also no longer can use
`KeyCode` for text inputs. In any case, it was a pretty bad API for text
input. You should use `ReceivedCharacter` now instead.
### Other changes
- Use `web-time` rather than `instant` crate.
(https://github.com/rust-windowing/winit/pull/2836)
- winit did split `run_return` in `run_onDemand` and `pump_events`, I
did the same change in bevy_winit and used `pump_events`.
- Removed `return_from_run` from `WinitSettings` as `winit::run` now
returns on supported platforms.
- I left the example "return_after_run" as I think it's still useful.
- This winit change is done partly to allow to create a new window after
quitting all windows: https://github.com/emilk/egui/issues/1918 ; this
PR doesn't address.
- added `width` and `height` properties in the `canvas` from wasm
example
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168)
## Known regressions (important follow ups?)
- Provide an API for reacting when a specific key from current layout
was released.
- possible solutions: use winit::Key from winit::KeyEvent ; mapping
between KeyCode and Key ; or .
- We don't receive characters through alt+numpad (e.g. alt + 151 = "ù")
anymore ; reproduced on winit example "ime". maybe related to
https://github.com/rust-windowing/winit/issues/2945
- (windows) Window content doesn't refresh at all when resizing. By
reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect
we should just fire a `window.request_redraw();` from `AboutToWait`, and
handle actual redrawing within `RedrawRequested`. I'm not sure how to
move all that code so I'd appreciate it to be a follow up.
- (windows) unreleased winit fix for using set_control_flow in
AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm
not sure what the implications are, but that feels bad 🤔
## Follow up
I'd like to avoid bloating this PR, here are a few follow up tasks
worthy of a separate PR, or new issue to track them once this PR is
closed, as they would either complicate reviews, or at risk of being
controversial:
- remove CanvasParentResizePlugin
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856)
- avoid mentionning explicitly winit in docs from bevy_window ?
- NamedKey integration on bevy_input:
https://github.com/rust-windowing/winit/pull/3143 introduced a new
NamedKey variant. I implemented it only on the converters but we'd
benefit making the same changes to bevy_input.
- Add more info in KeyboardInput
https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313
- https://github.com/bevyengine/bevy/pull/9905 added a workaround on a
bug allegedly fixed by winit 0.29. We should check if it's still
necessary.
- update to raw_window_handle 0.6
- blocked by wgpu
- Rename `KeyCode` to `PhysicalKeyCode`
https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015
- remove `instant` dependency, [replaced
by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd
need to update to :
- fastrand >= 2.0
- [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7
- [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0
- Verify license, see
[discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800)
- we might be missing a short notice or description of changes made
- Consider using https://github.com/rust-windowing/cursor-icon directly
rather than vendoring it in bevy.
- investigate [this
unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986)
(`winit_window.canvas().unwrap();`)
- Use more good things about winit's update
- https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428
## Migration Guide
This PR should have one.
2023-12-21 07:40:47 +00:00
|
|
|
if keyboard.pressed(KeyCode::ArrowLeft) {
|
2024-10-16 21:09:32 +00:00
|
|
|
listeners.translation.x -= speed * time.delta_secs();
|
More ergonomic spatial audio (#9800)
# Objective
Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.
Hopefully the migration guide entry speaks for itself.
## Solution
Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.
## Changelog
`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.
## Migration Guide
Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.
If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.
```rust
// Old
commands.spawn(
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(listener_position, gap, emitter_position),
},
);
fn update(
emitter_query: Query<(&Transform, &SpatialAudioSink)>,
listener_query: Query<&Transform, With<Listener>>,
) {
let listener = listener_query.single();
for (transform, sink) in &emitter_query {
sink.set_emitter_position(transform.translation);
sink.set_listener_position(*listener, gap);
}
}
// New
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(listener_position)),
SpatialListener::new(gap),
));
```
## Discussion
I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.
`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.
Let me know what you think about these things / everything else.
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-10-09 19:43:56 +00:00
|
|
|
}
|
Update winit dependency to 0.29 (#10702)
# Objective
- Update winit dependency to 0.29
## Changelog
### KeyCode changes
- Removed `ScanCode`, as it was [replaced by
KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292).
- `ReceivedCharacter.char` is now a `SmolStr`, [relevant
doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text).
- Changed most `KeyCode` values, and added more.
KeyCode has changed meaning. With this PR, it refers to physical
position on keyboard rather than the printed letter on keyboard keys.
In practice this means:
- On QWERTY keyboard layouts, nothing changes
- On any other keyboard layout, `KeyCode` no longer reflects the label
on key.
- This is "good". In bevy 0.12, when you used WASD for movement, users
with non-QWERTY keyboards couldn't play your game! This was especially
bad for non-latin keyboards. Now, WASD represents the physical keys. A
French player will press the ZQSD keys, which are near each other,
Kyrgyz players will use "Цфыв".
- This is "bad" as well. You can't know in advance what the label of the
key for input is. Your UI says "press WASD to move", even if in reality,
they should be pressing "ZQSD" or "Цфыв". You also no longer can use
`KeyCode` for text inputs. In any case, it was a pretty bad API for text
input. You should use `ReceivedCharacter` now instead.
### Other changes
- Use `web-time` rather than `instant` crate.
(https://github.com/rust-windowing/winit/pull/2836)
- winit did split `run_return` in `run_onDemand` and `pump_events`, I
did the same change in bevy_winit and used `pump_events`.
- Removed `return_from_run` from `WinitSettings` as `winit::run` now
returns on supported platforms.
- I left the example "return_after_run" as I think it's still useful.
- This winit change is done partly to allow to create a new window after
quitting all windows: https://github.com/emilk/egui/issues/1918 ; this
PR doesn't address.
- added `width` and `height` properties in the `canvas` from wasm
example
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168)
## Known regressions (important follow ups?)
- Provide an API for reacting when a specific key from current layout
was released.
- possible solutions: use winit::Key from winit::KeyEvent ; mapping
between KeyCode and Key ; or .
- We don't receive characters through alt+numpad (e.g. alt + 151 = "ù")
anymore ; reproduced on winit example "ime". maybe related to
https://github.com/rust-windowing/winit/issues/2945
- (windows) Window content doesn't refresh at all when resizing. By
reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect
we should just fire a `window.request_redraw();` from `AboutToWait`, and
handle actual redrawing within `RedrawRequested`. I'm not sure how to
move all that code so I'd appreciate it to be a follow up.
- (windows) unreleased winit fix for using set_control_flow in
AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm
not sure what the implications are, but that feels bad 🤔
## Follow up
I'd like to avoid bloating this PR, here are a few follow up tasks
worthy of a separate PR, or new issue to track them once this PR is
closed, as they would either complicate reviews, or at risk of being
controversial:
- remove CanvasParentResizePlugin
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856)
- avoid mentionning explicitly winit in docs from bevy_window ?
- NamedKey integration on bevy_input:
https://github.com/rust-windowing/winit/pull/3143 introduced a new
NamedKey variant. I implemented it only on the converters but we'd
benefit making the same changes to bevy_input.
- Add more info in KeyboardInput
https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313
- https://github.com/bevyengine/bevy/pull/9905 added a workaround on a
bug allegedly fixed by winit 0.29. We should check if it's still
necessary.
- update to raw_window_handle 0.6
- blocked by wgpu
- Rename `KeyCode` to `PhysicalKeyCode`
https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015
- remove `instant` dependency, [replaced
by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd
need to update to :
- fastrand >= 2.0
- [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7
- [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0
- Verify license, see
[discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800)
- we might be missing a short notice or description of changes made
- Consider using https://github.com/rust-windowing/cursor-icon directly
rather than vendoring it in bevy.
- investigate [this
unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986)
(`winit_window.canvas().unwrap();`)
- Use more good things about winit's update
- https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428
## Migration Guide
This PR should have one.
2023-12-21 07:40:47 +00:00
|
|
|
if keyboard.pressed(KeyCode::ArrowDown) {
|
2024-10-16 21:09:32 +00:00
|
|
|
listeners.translation.z += speed * time.delta_secs();
|
More ergonomic spatial audio (#9800)
# Objective
Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.
Hopefully the migration guide entry speaks for itself.
## Solution
Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.
## Changelog
`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.
## Migration Guide
Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.
If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.
```rust
// Old
commands.spawn(
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(listener_position, gap, emitter_position),
},
);
fn update(
emitter_query: Query<(&Transform, &SpatialAudioSink)>,
listener_query: Query<&Transform, With<Listener>>,
) {
let listener = listener_query.single();
for (transform, sink) in &emitter_query {
sink.set_emitter_position(transform.translation);
sink.set_listener_position(*listener, gap);
}
}
// New
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
commands.spawn((
SpatialBundle::from_transform(Transform::from_translation(listener_position)),
SpatialListener::new(gap),
));
```
## Discussion
I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.
`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.
Let me know what you think about these things / everything else.
---------
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-10-09 19:43:56 +00:00
|
|
|
}
|
Update winit dependency to 0.29 (#10702)
# Objective
- Update winit dependency to 0.29
## Changelog
### KeyCode changes
- Removed `ScanCode`, as it was [replaced by
KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292).
- `ReceivedCharacter.char` is now a `SmolStr`, [relevant
doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text).
- Changed most `KeyCode` values, and added more.
KeyCode has changed meaning. With this PR, it refers to physical
position on keyboard rather than the printed letter on keyboard keys.
In practice this means:
- On QWERTY keyboard layouts, nothing changes
- On any other keyboard layout, `KeyCode` no longer reflects the label
on key.
- This is "good". In bevy 0.12, when you used WASD for movement, users
with non-QWERTY keyboards couldn't play your game! This was especially
bad for non-latin keyboards. Now, WASD represents the physical keys. A
French player will press the ZQSD keys, which are near each other,
Kyrgyz players will use "Цфыв".
- This is "bad" as well. You can't know in advance what the label of the
key for input is. Your UI says "press WASD to move", even if in reality,
they should be pressing "ZQSD" or "Цфыв". You also no longer can use
`KeyCode` for text inputs. In any case, it was a pretty bad API for text
input. You should use `ReceivedCharacter` now instead.
### Other changes
- Use `web-time` rather than `instant` crate.
(https://github.com/rust-windowing/winit/pull/2836)
- winit did split `run_return` in `run_onDemand` and `pump_events`, I
did the same change in bevy_winit and used `pump_events`.
- Removed `return_from_run` from `WinitSettings` as `winit::run` now
returns on supported platforms.
- I left the example "return_after_run" as I think it's still useful.
- This winit change is done partly to allow to create a new window after
quitting all windows: https://github.com/emilk/egui/issues/1918 ; this
PR doesn't address.
- added `width` and `height` properties in the `canvas` from wasm
example
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168)
## Known regressions (important follow ups?)
- Provide an API for reacting when a specific key from current layout
was released.
- possible solutions: use winit::Key from winit::KeyEvent ; mapping
between KeyCode and Key ; or .
- We don't receive characters through alt+numpad (e.g. alt + 151 = "ù")
anymore ; reproduced on winit example "ime". maybe related to
https://github.com/rust-windowing/winit/issues/2945
- (windows) Window content doesn't refresh at all when resizing. By
reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect
we should just fire a `window.request_redraw();` from `AboutToWait`, and
handle actual redrawing within `RedrawRequested`. I'm not sure how to
move all that code so I'd appreciate it to be a follow up.
- (windows) unreleased winit fix for using set_control_flow in
AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm
not sure what the implications are, but that feels bad 🤔
## Follow up
I'd like to avoid bloating this PR, here are a few follow up tasks
worthy of a separate PR, or new issue to track them once this PR is
closed, as they would either complicate reviews, or at risk of being
controversial:
- remove CanvasParentResizePlugin
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856)
- avoid mentionning explicitly winit in docs from bevy_window ?
- NamedKey integration on bevy_input:
https://github.com/rust-windowing/winit/pull/3143 introduced a new
NamedKey variant. I implemented it only on the converters but we'd
benefit making the same changes to bevy_input.
- Add more info in KeyboardInput
https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313
- https://github.com/bevyengine/bevy/pull/9905 added a workaround on a
bug allegedly fixed by winit 0.29. We should check if it's still
necessary.
- update to raw_window_handle 0.6
- blocked by wgpu
- Rename `KeyCode` to `PhysicalKeyCode`
https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015
- remove `instant` dependency, [replaced
by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd
need to update to :
- fastrand >= 2.0
- [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7
- [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0
- Verify license, see
[discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800)
- we might be missing a short notice or description of changes made
- Consider using https://github.com/rust-windowing/cursor-icon directly
rather than vendoring it in bevy.
- investigate [this
unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986)
(`winit_window.canvas().unwrap();`)
- Use more good things about winit's update
- https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428
## Migration Guide
This PR should have one.
2023-12-21 07:40:47 +00:00
|
|
|
if keyboard.pressed(KeyCode::ArrowUp) {
|
2024-10-16 21:09:32 +00:00
|
|
|
listeners.translation.z -= speed * time.delta_secs();
|
2023-02-20 15:31:07 +00:00
|
|
|
}
|
|
|
|
}
|