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Add simple collision sound to breakout (#4331)
# Objective - Add sound effect to the breakout example ## Solution - Add a collision event and a system that listens to the event and plays a sound I only added a single sound for all collisions for the sake of simplicity, but this could easily be extended to play a different sound depending on the type of entity hit. The sound was generated randomly by using https://sfxr.me https://sfxr.me/#11111GA9soYREjtsWhzjPrpMDEYSjX8Fo1E6PnKhxdw6tu869XW4EAc3nzpKVAYLMzToNcHQtQjeBqjZukqPmMDToGdYQQCWBnC3nEYfp53se5ep9btxRdLK Closes #4326 https://user-images.githubusercontent.com/8348954/160154727-00e30743-3385-4c2f-97f0-1aaaf9a4dcc5.mp4 For some reason the video has a lot of delay in the sound, but when playing it locally there's no delay --- ## Changelog - Added sound to breakout example - Added bevy_audio and vorbis to the feature list ran for examples in CI ## Migration Guide N/A
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3 changed files with 31 additions and 4 deletions
4
.github/workflows/ci.yml
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.github/workflows/ci.yml
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@ -274,13 +274,13 @@ jobs:
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toolchain: stable
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- name: Build bevy
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run: |
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cargo build --no-default-features --features "bevy_dynamic_plugin,bevy_gilrs,bevy_gltf,bevy_winit,render,png,hdr,x11,bevy_ci_testing,trace,trace_chrome"
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cargo build --no-default-features --features "bevy_dynamic_plugin,bevy_gilrs,bevy_gltf,bevy_winit,render,png,hdr,x11,bevy_ci_testing,trace,trace_chrome,bevy_audio,vorbis"
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- name: Run examples
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run: |
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for example in .github/example-run/*.ron; do
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example_name=`basename $example .ron`
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echo "running $example_name - "`date`
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time CI_TESTING_CONFIG=$example xvfb-run cargo run --example $example_name --no-default-features --features "bevy_dynamic_plugin,bevy_gilrs,bevy_gltf,bevy_winit,render,png,hdr,x11,bevy_ci_testing,trace,trace_chrome"
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time CI_TESTING_CONFIG=$example xvfb-run cargo run --example $example_name --no-default-features --features "bevy_dynamic_plugin,bevy_gilrs,bevy_gltf,bevy_winit,render,png,hdr,x11,bevy_ci_testing,trace,trace_chrome,bevy_audio,vorbis"
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sleep 10
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done
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zip traces.zip trace*.json
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BIN
assets/sounds/breakout_collision.ogg
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BIN
assets/sounds/breakout_collision.ogg
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Binary file not shown.
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@ -58,12 +58,14 @@ fn main() {
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.insert_resource(Scoreboard { score: 0 })
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.insert_resource(ClearColor(BACKGROUND_COLOR))
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.add_startup_system(setup)
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.add_event::<CollisionEvent>()
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.add_system_set(
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SystemSet::new()
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.with_run_criteria(FixedTimestep::step(TIME_STEP as f64))
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.with_system(check_for_collisions)
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.with_system(move_paddle.before(check_for_collisions))
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.with_system(apply_velocity.before(check_for_collisions)),
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.with_system(apply_velocity.before(check_for_collisions))
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.with_system(play_collision_sound.after(check_for_collisions)),
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)
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.add_system(update_scoreboard)
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.add_system(bevy::input::system::exit_on_esc_system)
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@ -82,9 +84,14 @@ struct Velocity(Vec2);
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#[derive(Component)]
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struct Collider;
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#[derive(Default)]
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struct CollisionEvent;
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#[derive(Component)]
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struct Brick;
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struct CollisionSound(Handle<AudioSource>);
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// This bundle is a collection of the components that define a "wall" in our game
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#[derive(Bundle)]
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struct WallBundle {
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@ -167,6 +174,10 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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commands.spawn_bundle(UiCameraBundle::default());
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// Sound
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let ball_collision_sound = asset_server.load("sounds/breakout_collision.ogg");
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commands.insert_resource(CollisionSound(ball_collision_sound));
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// Paddle
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let paddle_y = BOTTOM_WALL + GAP_BETWEEN_PADDLE_AND_FLOOR;
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@ -349,6 +360,7 @@ fn check_for_collisions(
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mut scoreboard: ResMut<Scoreboard>,
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mut ball_query: Query<(&mut Velocity, &Transform), With<Ball>>,
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collider_query: Query<(Entity, &Transform, Option<&Brick>), With<Collider>>,
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mut collision_events: EventWriter<CollisionEvent>,
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) {
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let (mut ball_velocity, ball_transform) = ball_query.single_mut();
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let ball_size = ball_transform.scale.truncate();
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@ -362,6 +374,9 @@ fn check_for_collisions(
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transform.scale.truncate(),
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);
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if let Some(collision) = collision {
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// Sends a collision event so that other systems can react to the collision
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collision_events.send_default();
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// Bricks should be despawned and increment the scoreboard on collision
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if maybe_brick.is_some() {
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scoreboard.score += 1;
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@ -394,3 +409,15 @@ fn check_for_collisions(
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}
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}
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}
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fn play_collision_sound(
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mut collision_events: EventReader<CollisionEvent>,
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audio: Res<Audio>,
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sound: Res<CollisionSound>,
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) {
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// Play a sound once per frame if a collision occurred. `count` consumes the
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// events, preventing them from triggering a sound on the next frame.
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if collision_events.iter().count() > 0 {
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audio.play(sound.0.clone());
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}
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}
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