bevy/crates/bevy_audio/src/audio_output.rs

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use crate::{AudioSource, Decodable};
use bevy_asset::{Assets, Handle};
use bevy_ecs::Res;
use parking_lot::RwLock;
use rodio::{Device, Sink};
use std::collections::VecDeque;
/// Used to play audio on the current "audio device"
pub struct AudioOutput<P = AudioSource>
where
P: Decodable,
{
device: Device,
queue: RwLock<VecDeque<Handle<P>>>,
}
impl<P> Default for AudioOutput<P>
where
P: Decodable,
{
fn default() -> Self {
Self {
device: rodio::default_output_device().unwrap(),
queue: Default::default(),
}
}
}
impl<P> AudioOutput<P>
where
P: Decodable,
<P as Decodable>::Decoder: rodio::Source + Send + Sync,
<<P as Decodable>::Decoder as Iterator>::Item: rodio::Sample + Send + Sync,
{
pub fn play_source(&self, audio_source: &P) {
let sink = Sink::new(&self.device);
sink.append(audio_source.decoder());
sink.detach();
}
pub fn play(&self, audio_source: Handle<P>) {
self.queue.write().push_front(audio_source);
}
pub fn try_play_queued(&self, audio_sources: &Assets<P>) {
let mut queue = self.queue.write();
let len = queue.len();
let mut i = 0;
while i < len {
let audio_source_handle = queue.pop_back().unwrap();
if let Some(audio_source) = audio_sources.get(&audio_source_handle) {
self.play_source(audio_source);
} else {
// audio source hasn't loaded yet. add it back to the queue
queue.push_front(audio_source_handle);
}
i += 1;
}
}
}
/// Plays audio currently queued in the [AudioOutput] resource
pub fn play_queued_audio_system<P>(audio_sources: Res<Assets<P>>, audio_output: Res<AudioOutput<P>>)
where
P: Decodable,
<P as Decodable>::Decoder: rodio::Source + Send + Sync,
<<P as Decodable>::Decoder as Iterator>::Item: rodio::Sample + Send + Sync,
{
audio_output.try_play_queued(&audio_sources);
}