bevy/crates/bevy_audio/src/audio.rs

329 lines
11 KiB
Rust
Raw Normal View History

use crate::{AudioSink, AudioSource, Decodable, SpatialAudioSink};
use bevy_asset::{Asset, Handle, HandleId};
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577) *This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
use bevy_ecs::system::Resource;
use bevy_math::Vec3;
use bevy_transform::prelude::Transform;
use parking_lot::RwLock;
use std::{collections::VecDeque, fmt};
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577) *This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
/// Use this [`Resource`] to play audio.
///
/// ```
/// # use bevy_ecs::system::Res;
/// # use bevy_asset::AssetServer;
/// # use bevy_audio::Audio;
/// fn play_audio_system(asset_server: Res<AssetServer>, audio: Res<Audio>) {
/// audio.play(asset_server.load("my_sound.ogg"));
/// }
/// ```
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577) *This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
#[derive(Resource)]
pub struct Audio<Source = AudioSource>
where
Source: Asset + Decodable,
{
/// Queue for playing audio from asset handles
pub(crate) queue: RwLock<VecDeque<AudioToPlay<Source>>>,
}
impl<Source: Asset> fmt::Debug for Audio<Source>
where
Source: Decodable,
{
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
f.debug_struct("Audio").field("queue", &self.queue).finish()
}
}
impl<Source> Default for Audio<Source>
where
Source: Asset + Decodable,
{
fn default() -> Self {
Self {
queue: Default::default(),
}
}
}
impl<Source> Audio<Source>
where
Source: Asset + Decodable,
{
/// Play audio from a [`Handle`] to the audio source
///
/// ```
/// # use bevy_ecs::system::Res;
/// # use bevy_asset::AssetServer;
/// # use bevy_audio::Audio;
/// fn play_audio_system(asset_server: Res<AssetServer>, audio: Res<Audio>) {
/// audio.play(asset_server.load("my_sound.ogg"));
/// }
/// ```
///
/// Returns a weak [`Handle`] to the [`AudioSink`]. If this handle isn't changed to a
/// strong one, the sink will be detached and the sound will continue playing. Changing it
/// to a strong handle allows you to control the playback through the [`AudioSink`] asset.
///
/// ```
/// # use bevy_ecs::system::Res;
/// # use bevy_asset::{AssetServer, Assets};
/// # use bevy_audio::{Audio, AudioSink};
/// fn play_audio_system(
/// asset_server: Res<AssetServer>,
/// audio: Res<Audio>,
/// audio_sinks: Res<Assets<AudioSink>>,
/// ) {
/// // This is a weak handle, and can't be used to control playback.
/// let weak_handle = audio.play(asset_server.load("my_sound.ogg"));
/// // This is now a strong handle, and can be used to control playback.
/// let strong_handle = audio_sinks.get_handle(weak_handle);
/// }
/// ```
pub fn play(&self, audio_source: Handle<Source>) -> Handle<AudioSink> {
let id = HandleId::random::<AudioSink>();
let config = AudioToPlay {
settings: PlaybackSettings::ONCE,
sink_handle: id,
source_handle: audio_source,
spatial: None,
};
self.queue.write().push_back(config);
Handle::<AudioSink>::weak(id)
}
/// Play audio from a [`Handle`] to the audio source with [`PlaybackSettings`] that
/// allows looping or changing volume from the start.
///
/// ```
/// # use bevy_ecs::system::Res;
/// # use bevy_asset::AssetServer;
/// # use bevy_audio::Audio;
/// # use bevy_audio::PlaybackSettings;
/// fn play_audio_system(asset_server: Res<AssetServer>, audio: Res<Audio>) {
/// audio.play_with_settings(
/// asset_server.load("my_sound.ogg"),
/// PlaybackSettings::LOOP.with_volume(0.75),
/// );
/// }
/// ```
///
/// See [`Self::play`] on how to control playback once it's started.
pub fn play_with_settings(
&self,
audio_source: Handle<Source>,
settings: PlaybackSettings,
) -> Handle<AudioSink> {
let id = HandleId::random::<AudioSink>();
let config = AudioToPlay {
settings,
sink_handle: id,
source_handle: audio_source,
spatial: None,
};
self.queue.write().push_back(config);
Handle::<AudioSink>::weak(id)
}
/// Play audio from a [`Handle`] to the audio source, placing the listener at the given
/// transform, an ear on each side separated by `gap`. The audio emitter will placed at
/// `emitter`.
///
/// `bevy_audio` is not using HRTF for spatial audio, but is transforming the sound to a mono
/// track, and then changing the level of each stereo channel according to the distance between
/// the emitter and each ear by amplifying the difference between what the two ears hear.
///
/// ```
/// # use bevy_ecs::system::Res;
/// # use bevy_asset::AssetServer;
/// # use bevy_audio::Audio;
/// # use bevy_math::Vec3;
/// # use bevy_transform::prelude::Transform;
/// fn play_spatial_audio_system(asset_server: Res<AssetServer>, audio: Res<Audio>) {
/// // Sound will be to the left and behind the listener
/// audio.play_spatial(
/// asset_server.load("my_sound.ogg"),
/// Transform::IDENTITY,
/// 1.0,
/// Vec3::new(-2.0, 0.0, 1.0),
/// );
/// }
/// ```
///
/// Returns a weak [`Handle`] to the [`SpatialAudioSink`]. If this handle isn't changed to a
/// strong one, the sink will be detached and the sound will continue playing. Changing it
/// to a strong handle allows you to control the playback, or move the listener and emitter
/// through the [`SpatialAudioSink`] asset.
///
/// ```
/// # use bevy_ecs::system::Res;
/// # use bevy_asset::{AssetServer, Assets};
/// # use bevy_audio::{Audio, SpatialAudioSink};
/// # use bevy_math::Vec3;
/// # use bevy_transform::prelude::Transform;
/// fn play_spatial_audio_system(
/// asset_server: Res<AssetServer>,
/// audio: Res<Audio>,
/// spatial_audio_sinks: Res<Assets<SpatialAudioSink>>,
/// ) {
/// // This is a weak handle, and can't be used to control playback.
/// let weak_handle = audio.play_spatial(
/// asset_server.load("my_sound.ogg"),
/// Transform::IDENTITY,
/// 1.0,
/// Vec3::new(-2.0, 0.0, 1.0),
/// );
/// // This is now a strong handle, and can be used to control playback, or move the emitter.
/// let strong_handle = spatial_audio_sinks.get_handle(weak_handle);
/// }
/// ```
pub fn play_spatial(
&self,
audio_source: Handle<Source>,
listener: Transform,
gap: f32,
emitter: Vec3,
) -> Handle<SpatialAudioSink> {
let id = HandleId::random::<SpatialAudioSink>();
let config = AudioToPlay {
settings: PlaybackSettings::ONCE,
sink_handle: id,
source_handle: audio_source,
spatial: Some(SpatialSettings {
left_ear: (listener.translation + listener.left() * gap / 2.0).to_array(),
right_ear: (listener.translation + listener.right() * gap / 2.0).to_array(),
emitter: emitter.to_array(),
}),
};
self.queue.write().push_back(config);
Handle::<SpatialAudioSink>::weak(id)
}
/// Play spatial audio from a [`Handle`] to the audio source with [`PlaybackSettings`] that
/// allows looping or changing volume from the start. The listener is placed at the given
/// transform, an ear on each side separated by `gap`. The audio emitter is placed at
/// `emitter`.
///
/// `bevy_audio` is not using HRTF for spatial audio, but is transforming the sound to a mono
/// track, and then changing the level of each stereo channel according to the distance between
/// the emitter and each ear by amplifying the difference between what the two ears hear.
///
/// ```
/// # use bevy_ecs::system::Res;
/// # use bevy_asset::AssetServer;
/// # use bevy_audio::Audio;
/// # use bevy_audio::PlaybackSettings;
/// # use bevy_math::Vec3;
/// # use bevy_transform::prelude::Transform;
/// fn play_spatial_audio_system(asset_server: Res<AssetServer>, audio: Res<Audio>) {
/// audio.play_spatial_with_settings(
/// asset_server.load("my_sound.ogg"),
/// PlaybackSettings::LOOP.with_volume(0.75),
/// Transform::IDENTITY,
/// 1.0,
/// Vec3::new(-2.0, 0.0, 1.0),
/// );
/// }
/// ```
///
/// See [`Self::play_spatial`] on how to control playback once it's started, or how to move
/// the listener or the emitter.
pub fn play_spatial_with_settings(
&self,
audio_source: Handle<Source>,
settings: PlaybackSettings,
listener: Transform,
gap: f32,
emitter: Vec3,
) -> Handle<SpatialAudioSink> {
let id = HandleId::random::<SpatialAudioSink>();
let config = AudioToPlay {
settings,
sink_handle: id,
source_handle: audio_source,
spatial: Some(SpatialSettings {
left_ear: (listener.translation + listener.left() * gap / 2.0).to_array(),
right_ear: (listener.translation + listener.right() * gap / 2.0).to_array(),
emitter: emitter.to_array(),
}),
};
self.queue.write().push_back(config);
Handle::<SpatialAudioSink>::weak(id)
}
}
/// Settings to control playback from the start.
#[derive(Clone, Copy, Debug)]
pub struct PlaybackSettings {
/// Play in repeat
pub repeat: bool,
/// Volume to play at.
pub volume: f32,
/// Speed to play at.
pub speed: f32,
}
impl Default for PlaybackSettings {
fn default() -> Self {
Self::ONCE
}
}
impl PlaybackSettings {
/// Will play the associate audio source once.
pub const ONCE: PlaybackSettings = PlaybackSettings {
repeat: false,
volume: 1.0,
speed: 1.0,
};
/// Will play the associate audio source in a loop.
pub const LOOP: PlaybackSettings = PlaybackSettings {
repeat: true,
volume: 1.0,
speed: 1.0,
};
/// Helper to set the volume from start of playback.
pub const fn with_volume(mut self, volume: f32) -> Self {
self.volume = volume;
self
}
/// Helper to set the speed from start of playback.
pub const fn with_speed(mut self, speed: f32) -> Self {
self.speed = speed;
self
}
}
#[derive(Clone)]
pub(crate) struct SpatialSettings {
pub(crate) left_ear: [f32; 3],
pub(crate) right_ear: [f32; 3],
pub(crate) emitter: [f32; 3],
}
#[derive(Clone)]
pub(crate) struct AudioToPlay<Source>
where
Source: Asset + Decodable,
{
pub(crate) sink_handle: HandleId,
pub(crate) source_handle: Handle<Source>,
pub(crate) settings: PlaybackSettings,
pub(crate) spatial: Option<SpatialSettings>,
}
impl<Source> fmt::Debug for AudioToPlay<Source>
where
Source: Asset + Decodable,
{
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
f.debug_struct("AudioToPlay")
.field("sink_handle", &self.sink_handle)
.field("source_handle", &self.source_handle)
.field("settings", &self.settings)
.finish()
}
}