2023-02-20 15:31:07 +00:00
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use bevy_math::Vec3;
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use bevy_reflect::TypeUuid;
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use bevy_transform::prelude::Transform;
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use rodio::{Sink, SpatialSink};
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/// Common interactions with an audio sink.
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pub trait AudioSinkPlayback {
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/// Gets the volume of the sound.
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///
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/// The value `1.0` is the "normal" volume (unfiltered input). Any value other than `1.0`
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/// will multiply each sample by this value.
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fn volume(&self) -> f32;
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/// Changes the volume of the sound.
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///
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/// The value `1.0` is the "normal" volume (unfiltered input). Any value other than `1.0`
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/// will multiply each sample by this value.
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fn set_volume(&self, volume: f32);
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/// Gets the speed of the sound.
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///
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/// The value `1.0` is the "normal" speed (unfiltered input). Any value other than `1.0`
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/// will change the play speed of the sound.
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fn speed(&self) -> f32;
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/// Changes the speed of the sound.
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///
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/// The value `1.0` is the "normal" speed (unfiltered input). Any value other than `1.0`
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/// will change the play speed of the sound.
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fn set_speed(&self, speed: f32);
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/// Resumes playback of a paused sink.
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///
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/// No effect if not paused.
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fn play(&self);
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/// Pauses playback of this sink.
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///
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/// No effect if already paused.
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/// A paused sink can be resumed with [`play`](Self::play).
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fn pause(&self);
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/// Toggles the playback of this sink.
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///
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/// Will pause if playing, and will be resumed if paused.
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fn toggle(&self) {
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if self.is_paused() {
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self.play();
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} else {
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self.pause();
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}
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}
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/// Is this sink paused?
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///
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/// Sinks can be paused and resumed using [`pause`](Self::pause) and [`play`](Self::play).
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fn is_paused(&self) -> bool;
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/// Stops the sink.
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///
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/// It won't be possible to restart it afterwards.
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fn stop(&self);
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2023-04-05 21:54:14 +00:00
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/// Returns true if this sink has no more sounds to play.
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fn empty(&self) -> bool;
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2023-02-20 15:31:07 +00:00
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}
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/// Asset controlling the playback of a sound
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///
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/// ```
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/// # use bevy_ecs::system::{Local, Res};
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/// # use bevy_asset::{Assets, Handle};
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/// # use bevy_audio::{AudioSink, AudioSinkPlayback};
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/// // Execution of this system should be controlled by a state or input,
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/// // otherwise it would just toggle between play and pause every frame.
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/// fn pause(
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/// audio_sinks: Res<Assets<AudioSink>>,
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/// music_controller: Local<Handle<AudioSink>>,
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/// ) {
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/// if let Some(sink) = audio_sinks.get(&*music_controller) {
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/// if sink.is_paused() {
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/// sink.play()
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/// } else {
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/// sink.pause()
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/// }
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/// }
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/// }
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/// ```
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///
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#[derive(TypeUuid)]
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#[uuid = "8BEE570C-57C2-4FC0-8CFB-983A22F7D981"]
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pub struct AudioSink {
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// This field is an Option in order to allow us to have a safe drop that will detach the sink.
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// It will never be None during its life
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pub(crate) sink: Option<Sink>,
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}
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impl Drop for AudioSink {
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fn drop(&mut self) {
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self.sink.take().unwrap().detach();
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}
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}
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impl AudioSinkPlayback for AudioSink {
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fn volume(&self) -> f32 {
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self.sink.as_ref().unwrap().volume()
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}
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fn set_volume(&self, volume: f32) {
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self.sink.as_ref().unwrap().set_volume(volume);
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}
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fn speed(&self) -> f32 {
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self.sink.as_ref().unwrap().speed()
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}
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fn set_speed(&self, speed: f32) {
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self.sink.as_ref().unwrap().set_speed(speed);
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}
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fn play(&self) {
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self.sink.as_ref().unwrap().play();
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}
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fn pause(&self) {
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self.sink.as_ref().unwrap().pause();
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}
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fn is_paused(&self) -> bool {
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self.sink.as_ref().unwrap().is_paused()
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}
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fn stop(&self) {
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self.sink.as_ref().unwrap().stop();
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}
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2023-04-05 21:54:14 +00:00
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fn empty(&self) -> bool {
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self.sink.as_ref().unwrap().empty()
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}
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2023-02-20 15:31:07 +00:00
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}
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/// Asset controlling the playback of a sound, or the locations of its listener and emitter.
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///
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/// ```
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/// # use bevy_ecs::system::{Local, Res};
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/// # use bevy_asset::{Assets, Handle};
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/// # use bevy_audio::SpatialAudioSink;
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/// # use bevy_math::Vec3;
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/// // Execution of this system should be controlled by a state or input,
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/// // otherwise it would just trigger every frame.
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/// fn pause(
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/// spatial_audio_sinks: Res<Assets<SpatialAudioSink>>,
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/// audio_controller: Local<Handle<SpatialAudioSink>>,
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/// ) {
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/// if let Some(spatial_sink) = spatial_audio_sinks.get(&*audio_controller) {
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/// spatial_sink.set_emitter_position(Vec3::new(1.0, 0.5, 1.0));
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/// }
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/// }
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/// ```
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///
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#[derive(TypeUuid)]
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#[uuid = "F3CA4C47-595E-453B-96A7-31C3DDF2A177"]
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pub struct SpatialAudioSink {
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// This field is an Option in order to allow us to have a safe drop that will detach the sink.
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// It will never be None during its life
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pub(crate) sink: Option<SpatialSink>,
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}
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impl Drop for SpatialAudioSink {
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fn drop(&mut self) {
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self.sink.take().unwrap().detach();
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}
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}
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impl AudioSinkPlayback for SpatialAudioSink {
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fn volume(&self) -> f32 {
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self.sink.as_ref().unwrap().volume()
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}
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fn set_volume(&self, volume: f32) {
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self.sink.as_ref().unwrap().set_volume(volume);
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}
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fn speed(&self) -> f32 {
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self.sink.as_ref().unwrap().speed()
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}
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fn set_speed(&self, speed: f32) {
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self.sink.as_ref().unwrap().set_speed(speed);
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}
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fn play(&self) {
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self.sink.as_ref().unwrap().play();
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}
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fn pause(&self) {
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self.sink.as_ref().unwrap().pause();
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}
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fn is_paused(&self) -> bool {
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self.sink.as_ref().unwrap().is_paused()
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}
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fn stop(&self) {
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self.sink.as_ref().unwrap().stop();
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}
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2023-04-05 21:54:14 +00:00
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fn empty(&self) -> bool {
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self.sink.as_ref().unwrap().empty()
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}
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2023-02-20 15:31:07 +00:00
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}
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impl SpatialAudioSink {
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/// Set the two ears position.
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pub fn set_ears_position(&self, left_position: Vec3, right_position: Vec3) {
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let sink = self.sink.as_ref().unwrap();
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sink.set_left_ear_position(left_position.to_array());
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sink.set_right_ear_position(right_position.to_array());
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}
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/// Set the listener position, with an ear on each side separated by `gap`.
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pub fn set_listener_position(&self, position: Transform, gap: f32) {
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self.set_ears_position(
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position.translation + position.left() * gap / 2.0,
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position.translation + position.right() * gap / 2.0,
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);
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}
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/// Set the emitter position.
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pub fn set_emitter_position(&self, position: Vec3) {
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self.sink
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.as_ref()
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.unwrap()
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.set_emitter_position(position.to_array());
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}
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}
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