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Audio control - play, pause, volume, speed, loop (#3948)
# Objective - Add ways to control how audio is played ## Solution - playing a sound will return a (weak) handle to an asset that can be used to control playback - if the asset is dropped, it will detach the sink (same behaviour as now)
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6 changed files with 258 additions and 15 deletions
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@ -304,6 +304,10 @@ path = "examples/async_tasks/external_source_external_thread.rs"
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name = "audio"
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path = "examples/audio/audio.rs"
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[[example]]
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name = "audio_control"
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path = "examples/audio/audio_control.rs"
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# Diagnostics
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[[example]]
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name = "log_diagnostics"
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@ -1,5 +1,5 @@
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use crate::{AudioSource, Decodable};
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use bevy_asset::{Asset, Handle};
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use crate::{AudioSink, AudioSource, Decodable};
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use bevy_asset::{Asset, Handle, HandleId};
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use parking_lot::RwLock;
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use std::{collections::VecDeque, fmt};
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@ -18,7 +18,7 @@ where
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Source: Asset + Decodable,
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{
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/// Queue for playing audio from asset handles
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pub queue: RwLock<VecDeque<Handle<Source>>>,
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pub(crate) queue: RwLock<VecDeque<AudioToPlay<Source>>>,
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}
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impl<Source: Asset> fmt::Debug for Audio<Source>
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@ -55,7 +55,71 @@ where
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/// audio.play(asset_server.load("my_sound.ogg"));
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/// }
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/// ```
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pub fn play(&self, audio_source: Handle<Source>) {
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self.queue.write().push_front(audio_source);
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///
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/// Returns a weak [`Handle`] to the [`AudioSink`]. If this handle isn't changed to a
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/// strong one, the sink will be detached and the sound will continue playing. Changing it
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/// to a strong handle allows for control on the playback through the [`AudioSink`] asset.
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///
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/// ```
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/// # use bevy_ecs::system::Res;
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/// # use bevy_asset::{AssetServer, Assets};
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/// # use bevy_audio::{Audio, AudioSink};
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/// fn play_audio_system(
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/// asset_server: Res<AssetServer>,
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/// audio: Res<Audio>,
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/// audio_sinks: Res<Assets<AudioSink>>,
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/// ) {
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/// // This is a weak handle, and can't be used to control playback.
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/// let weak_handle = audio.play(asset_server.load("my_sound.ogg"));
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/// // This is now a strong handle, and can be used to control playback.
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/// let strong_handle = audio_sinks.get_handle(weak_handle);
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/// }
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/// ```
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pub fn play(&self, audio_source: Handle<Source>) -> Handle<AudioSink> {
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let id = HandleId::random::<AudioSink>();
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let config = AudioToPlay {
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repeat: false,
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sink_handle: id,
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source_handle: audio_source,
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};
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self.queue.write().push_back(config);
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Handle::<AudioSink>::weak(id)
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}
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/// Play audio from a [`Handle`] to the audio source in a loop
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///
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/// See [`Self::play`] on how to control playback.
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pub fn play_in_loop(&self, audio_source: Handle<Source>) -> Handle<AudioSink> {
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let id = HandleId::random::<AudioSink>();
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let config = AudioToPlay {
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repeat: true,
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sink_handle: id,
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source_handle: audio_source,
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};
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self.queue.write().push_back(config);
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Handle::<AudioSink>::weak(id)
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}
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}
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#[derive(Clone, PartialEq, Eq)]
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pub(crate) struct AudioToPlay<Source>
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where
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Source: Asset + Decodable,
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{
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pub(crate) sink_handle: HandleId,
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pub(crate) source_handle: Handle<Source>,
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pub(crate) repeat: bool,
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}
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impl<Source> fmt::Debug for AudioToPlay<Source>
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where
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Source: Asset + Decodable,
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{
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fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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f.debug_struct("AudioToPlay")
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.field("sink_handle", &self.sink_handle)
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.field("source_handle", &self.source_handle)
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.field("repeat", &self.repeat)
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.finish()
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}
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}
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@ -1,8 +1,9 @@
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use crate::{Audio, AudioSource, Decodable};
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use bevy_asset::{Asset, Assets};
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use bevy_ecs::world::World;
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use bevy_reflect::TypeUuid;
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use bevy_utils::tracing::warn;
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use rodio::{OutputStream, OutputStreamHandle, Sink};
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use rodio::{OutputStream, OutputStreamHandle, Sink, Source};
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use std::marker::PhantomData;
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/// Used internally to play audio on the current "audio device"
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@ -41,25 +42,39 @@ impl<Source> AudioOutput<Source>
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where
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Source: Asset + Decodable,
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{
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fn play_source(&self, audio_source: &Source) {
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fn play_source(&self, audio_source: &Source, repeat: bool) -> Option<Sink> {
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if let Some(stream_handle) = &self.stream_handle {
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let sink = Sink::try_new(stream_handle).unwrap();
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sink.append(audio_source.decoder());
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sink.detach();
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if repeat {
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sink.append(audio_source.decoder().repeat_infinite());
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} else {
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sink.append(audio_source.decoder());
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}
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Some(sink)
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} else {
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None
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}
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}
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fn try_play_queued(&self, audio_sources: &Assets<Source>, audio: &mut Audio<Source>) {
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fn try_play_queued(
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&self,
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audio_sources: &Assets<Source>,
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audio: &mut Audio<Source>,
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sinks: &mut Assets<AudioSink>,
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) {
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let mut queue = audio.queue.write();
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let len = queue.len();
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let mut i = 0;
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while i < len {
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let audio_source_handle = queue.pop_back().unwrap();
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if let Some(audio_source) = audio_sources.get(&audio_source_handle) {
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self.play_source(audio_source);
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let config = queue.pop_front().unwrap();
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if let Some(audio_source) = audio_sources.get(&config.source_handle) {
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if let Some(sink) = self.play_source(audio_source, config.repeat) {
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// don't keep the strong handle. there is no way to return it to the user here as it is async
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let _ = sinks.set(config.sink_handle, AudioSink { sink: Some(sink) });
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}
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} else {
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// audio source hasn't loaded yet. add it back to the queue
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queue.push_front(audio_source_handle);
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queue.push_back(config);
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}
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i += 1;
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}
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@ -74,8 +89,101 @@ where
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let world = world.cell();
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let audio_output = world.get_non_send::<AudioOutput<Source>>().unwrap();
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let mut audio = world.get_resource_mut::<Audio<Source>>().unwrap();
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let mut sinks = world.get_resource_mut::<Assets<AudioSink>>().unwrap();
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if let Some(audio_sources) = world.get_resource::<Assets<Source>>() {
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audio_output.try_play_queued(&*audio_sources, &mut *audio);
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audio_output.try_play_queued(&*audio_sources, &mut *audio, &mut *sinks);
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};
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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;
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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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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 AudioSink {
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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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pub fn volume(&self) -> f32 {
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self.sink.as_ref().unwrap().volume()
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}
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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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pub 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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/// 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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pub fn speed(&self) -> f32 {
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self.sink.as_ref().unwrap().speed()
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}
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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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pub 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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/// Resumes playback of a paused sink.
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///
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/// No effect if not paused.
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pub fn play(&self) {
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self.sink.as_ref().unwrap().play();
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}
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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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pub fn pause(&self) {
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self.sink.as_ref().unwrap().pause();
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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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pub fn is_paused(&self) -> bool {
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self.sink.as_ref().unwrap().is_paused()
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}
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}
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@ -56,6 +56,7 @@ impl Plugin for AudioPlugin {
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fn build(&self, app: &mut App) {
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app.init_non_send_resource::<AudioOutput<AudioSource>>()
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.add_asset::<AudioSource>()
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.add_asset::<AudioSink>()
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.init_resource::<Audio<AudioSource>>()
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.add_system_to_stage(
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CoreStage::PostUpdate,
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@ -153,6 +153,7 @@ Example | File | Description
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Example | File | Description
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--- | --- | ---
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`audio` | [`audio/audio.rs`](./audio/audio.rs) | Shows how to load and play an audio file
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`audio_control` | [`audio/audio_control.rs`](./audio/audio_control.rs) | Shows how to load and play an audio file, and control how it's played
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## Diagnostics
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65
examples/audio/audio_control.rs
Normal file
65
examples/audio/audio_control.rs
Normal file
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@ -0,0 +1,65 @@
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use bevy::{audio::AudioSink, prelude::*};
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/// This example illustrates how to load and play an audio file, and control how it's played
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_system(update_speed)
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.add_system(pause)
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.add_system(volume)
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.run();
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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audio: Res<Audio>,
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audio_sinks: Res<Assets<AudioSink>>,
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) {
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let music = asset_server.load("sounds/Windless Slopes.ogg");
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let handle = audio_sinks.get_handle(audio.play(music));
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commands.insert_resource(MusicController(handle));
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}
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struct MusicController(Handle<AudioSink>);
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fn update_speed(
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audio_sinks: Res<Assets<AudioSink>>,
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music_controller: Res<MusicController>,
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time: Res<Time>,
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) {
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if let Some(sink) = audio_sinks.get(&music_controller.0) {
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sink.set_speed(((time.seconds_since_startup() / 5.0).sin() as f32 + 1.0).max(0.1));
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}
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}
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fn pause(
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keyboard_input: Res<Input<KeyCode>>,
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audio_sinks: Res<Assets<AudioSink>>,
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music_controller: Res<MusicController>,
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) {
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if keyboard_input.just_pressed(KeyCode::Space) {
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if let Some(sink) = audio_sinks.get(&music_controller.0) {
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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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fn volume(
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keyboard_input: Res<Input<KeyCode>>,
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audio_sinks: Res<Assets<AudioSink>>,
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music_controller: Res<MusicController>,
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) {
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if let Some(sink) = audio_sinks.get(&music_controller.0) {
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if keyboard_input.just_pressed(KeyCode::Plus) {
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sink.set_volume(sink.volume() + 0.1);
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} else if keyboard_input.just_pressed(KeyCode::Minus) {
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sink.set_volume(sink.volume() - 0.1);
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}
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}
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}
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