Added Pitch as an alternative sound source (#9225)

# Objective
My attempt at implementing #7515

## Solution

Added struct `Pitch` and implemented on it `Source` trait.

## Changelog

 ### Added
- File pitch.rs to bevy_audio crate
- Struct `Pitch` and type aliases for `AudioSourceBundle<Pitch>` and
`SpatialAudioSourceBundle<Pitch>`
- New example showing how to use `PitchBundle`

### Changed
- `AudioPlugin` now adds system for `Pitch` audio

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
This commit is contained in:
Василий Чай 2023-07-30 02:29:41 +04:00 committed by GitHub
parent a88b9fc6a9
commit fb9c5a6cbb
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GPG key ID: 4AEE18F83AFDEB23
5 changed files with 110 additions and 2 deletions

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@ -1043,6 +1043,16 @@ description = "Shows how to play spatial audio, and moving the emitter in 3D"
category = "Audio" category = "Audio"
wasm = true wasm = true
[[example]]
name = "pitch"
path = "examples/audio/pitch.rs"
[package.metadata.example.pitch]
name = "Pitch"
description = "Shows how to directly play a simple pitch"
category = "Audio"
wasm = true
# Diagnostics # Diagnostics
[[example]] [[example]]
name = "log_diagnostics" name = "log_diagnostics"

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@ -27,6 +27,7 @@
mod audio; mod audio;
mod audio_output; mod audio_output;
mod audio_source; mod audio_source;
mod pitch;
mod sinks; mod sinks;
#[allow(missing_docs)] #[allow(missing_docs)]
@ -34,13 +35,14 @@ pub mod prelude {
#[doc(hidden)] #[doc(hidden)]
pub use crate::{ pub use crate::{
AudioBundle, AudioSink, AudioSinkPlayback, AudioSource, AudioSourceBundle, Decodable, AudioBundle, AudioSink, AudioSinkPlayback, AudioSource, AudioSourceBundle, Decodable,
GlobalVolume, PlaybackSettings, SpatialAudioBundle, SpatialAudioSink, GlobalVolume, Pitch, PitchBundle, PlaybackSettings, SpatialAudioBundle, SpatialAudioSink,
SpatialAudioSourceBundle, SpatialSettings, SpatialAudioSourceBundle, SpatialPitchBundle, SpatialSettings,
}; };
} }
pub use audio::*; pub use audio::*;
pub use audio_source::*; pub use audio_source::*;
pub use pitch::*;
pub use rodio::cpal::Sample as CpalSample; pub use rodio::cpal::Sample as CpalSample;
pub use rodio::source::Source; pub use rodio::source::Source;
@ -77,6 +79,8 @@ impl Plugin for AudioPlugin {
app.add_audio_source::<AudioSource>(); app.add_audio_source::<AudioSource>();
app.init_asset_loader::<AudioLoader>(); app.init_asset_loader::<AudioLoader>();
} }
app.add_audio_source::<Pitch>();
} }
} }

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@ -0,0 +1,38 @@
use crate::{AudioSourceBundle, Decodable, SpatialAudioSourceBundle};
use bevy_reflect::{TypePath, TypeUuid};
use rodio::{source::SineWave, source::TakeDuration, Source};
/// A source of sine wave sound
#[derive(Debug, Clone, TypeUuid, TypePath)]
#[uuid = "cbc63be3-b0b9-4d2c-a03c-88b58f1a19ef"]
pub struct Pitch {
/// Frequency at which sound will be played
pub frequency: f32,
/// Duration for which sound will be played
pub duration: std::time::Duration,
}
impl Pitch {
/// Creates a new note
pub fn new(frequency: f32, duration: std::time::Duration) -> Self {
Pitch {
frequency,
duration,
}
}
}
impl Decodable for Pitch {
type DecoderItem = <SineWave as Iterator>::Item;
type Decoder = TakeDuration<SineWave>;
fn decoder(&self) -> Self::Decoder {
SineWave::new(self.frequency).take_duration(self.duration)
}
}
/// Bundle for playing a bevy note sound
pub type PitchBundle = AudioSourceBundle<Pitch>;
/// Bundle for playing a bevy note sound with a 3D position
pub type SpatialPitchBundle = SpatialAudioSourceBundle<Pitch>;

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@ -195,6 +195,7 @@ Example | Description
[Audio](../examples/audio/audio.rs) | Shows how to load and play an audio file [Audio](../examples/audio/audio.rs) | Shows how to load and play an audio file
[Audio Control](../examples/audio/audio_control.rs) | Shows how to load and play an audio file, and control how it's played [Audio Control](../examples/audio/audio_control.rs) | Shows how to load and play an audio file, and control how it's played
[Decodable](../examples/audio/decodable.rs) | Shows how to create and register a custom audio source by implementing the `Decodable` type. [Decodable](../examples/audio/decodable.rs) | Shows how to create and register a custom audio source by implementing the `Decodable` type.
[Pitch](../examples/audio/pitch.rs) | Shows how to directly play a simple pitch
[Spatial Audio 2D](../examples/audio/spatial_audio_2d.rs) | Shows how to play spatial audio, and moving the emitter in 2D [Spatial Audio 2D](../examples/audio/spatial_audio_2d.rs) | Shows how to play spatial audio, and moving the emitter in 2D
[Spatial Audio 3D](../examples/audio/spatial_audio_3d.rs) | Shows how to play spatial audio, and moving the emitter in 3D [Spatial Audio 3D](../examples/audio/spatial_audio_3d.rs) | Shows how to play spatial audio, and moving the emitter in 3D

55
examples/audio/pitch.rs Normal file
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@ -0,0 +1,55 @@
//! This example illustrates how to play a single-frequency sound (aka a pitch)
use bevy::prelude::*;
use std::time::Duration;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_event::<PlayPitch>()
.add_systems(Startup, setup)
.add_systems(Update, (play_pitch, keyboard_input_system))
.run();
}
#[derive(Event, Default)]
struct PlayPitch;
#[derive(Resource)]
struct PitchFrequency(f32);
fn setup(mut commands: Commands) {
commands.insert_resource(PitchFrequency(220.0));
}
fn play_pitch(
mut pitch_assets: ResMut<Assets<Pitch>>,
frequency: Res<PitchFrequency>,
mut events: EventReader<PlayPitch>,
mut commands: Commands,
) {
for _ in events.iter() {
info!("playing pitch with frequency: {}", frequency.0);
commands.spawn(PitchBundle {
source: pitch_assets.add(Pitch::new(frequency.0, Duration::new(1, 0))),
settings: PlaybackSettings::DESPAWN,
});
info!("number of pitch assets: {}", pitch_assets.len());
}
}
fn keyboard_input_system(
keyboard_input: Res<Input<KeyCode>>,
mut frequency: ResMut<PitchFrequency>,
mut events: EventWriter<PlayPitch>,
) {
if keyboard_input.just_pressed(KeyCode::Up) {
frequency.0 *= 2.0f32.powf(1.0 / 12.0);
}
if keyboard_input.just_pressed(KeyCode::Down) {
frequency.0 /= 2.0f32.powf(1.0 / 12.0);
}
if keyboard_input.just_pressed(KeyCode::Space) {
events.send(PlayPitch);
}
}