bevy/crates/bevy_audio/src/lib.rs

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//! Audio support for the game engine Bevy
//!
//! ```no_run
//! # use bevy_ecs::{system::Res, event::EventWriter};
//! # use bevy_audio::{Audio, AudioPlugin};
//! # use bevy_asset::{AssetPlugin, AssetServer};
//! # use bevy_app::{App, AppExit, NoopPluginGroup as MinimalPlugins, Startup};
//! fn main() {
//! App::new()
//! .add_plugins((MinimalPlugins, AssetPlugin::default(), AudioPlugin::default()))
//! .add_systems(Startup, play_background_audio)
//! .run();
//! }
//!
//! fn play_background_audio(asset_server: Res<AssetServer>, audio: Res<Audio>) {
//! audio.play(asset_server.load("background_audio.ogg"));
//! }
//! ```
#![forbid(unsafe_code)]
#![allow(clippy::type_complexity)]
#![warn(missing_docs)]
mod audio;
mod audio_output;
mod audio_source;
mod sinks;
#[allow(missing_docs)]
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pub mod prelude {
#[doc(hidden)]
pub use crate::{
Audio, AudioOutput, AudioSink, AudioSinkPlayback, AudioSource, Decodable, GlobalVolume,
PlaybackSettings, SpatialAudioSink,
};
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}
pub use audio::*;
pub use audio_output::*;
pub use audio_source::*;
pub use rodio::cpal::Sample as CpalSample;
pub use rodio::source::Source;
pub use rodio::Sample;
pub use sinks::*;
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use bevy_app::prelude::*;
use bevy_asset::{AddAsset, Asset};
/// Adds support for audio playback to a Bevy Application
///
/// Use the [`Audio`] resource to play audio.
#[derive(Default)]
pub struct AudioPlugin {
/// The global volume for all audio sources with a [`Volume::Relative`] volume.
pub global_volume: GlobalVolume,
}
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impl Plugin for AudioPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<AudioOutput<AudioSource>>()
.add_asset::<AudioSource>()
.add_asset::<AudioSink>()
.add_asset::<SpatialAudioSink>()
.init_resource::<Audio<AudioSource>>()
.insert_resource(self.global_volume)
.add_systems(PostUpdate, play_queued_audio_system::<AudioSource>);
#[cfg(any(feature = "mp3", feature = "flac", feature = "wav", feature = "vorbis"))]
app.init_asset_loader::<AudioLoader>();
}
}
impl AddAudioSource for App {
fn add_audio_source<T>(&mut self) -> &mut Self
where
T: Decodable + Asset,
f32: rodio::cpal::FromSample<T::DecoderItem>,
{
self.add_asset::<T>()
.init_resource::<Audio<T>>()
.init_resource::<AudioOutput<T>>()
.add_systems(PostUpdate, play_queued_audio_system::<T>)
}
}