# Objective
- Fixes [#8835](https://github.com/bevyengine/bevy/issues/8835)
## Solution
- Added a note to the `set_volume` docstring which explains how volume
is interpreted.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
# Objective
- Fixes#9324
- Audio sinks used to have a custom drop implementation to detach the
sinks because it was not required to keep a reference to it
- With the new audio api, a reference is kept as a component of an
entity
## Solution
- Remove that custom drop implementation, and the option wrapping that
was required for it.
# Objective
When an `AudioSink` is removed from an entity, the audio player will
automatically start any `AudioSource` still attached, which normally is
the one used to start playback in the first place.
## Solution
Long story short, the default behavior is restarting the audio, and this
commit documents that.
---
## Changelog
Fixed documentation on `AudioSink` to clarify removal behavior.
# 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>
CI-capable version of #9086
---------
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
I created this manually as Github didn't want to run CI for the
workflow-generated PR. I'm guessing we didn't hit this in previous
releases because we used bors.
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
# Objective
Improve the `bevy_audio` API to make it more user-friendly and
ECS-idiomatic. This PR is a first-pass at addressing some of the most
obvious (to me) problems. In the interest of keeping the scope small,
further improvements can be done in future PRs.
The current `bevy_audio` API is very clunky to work with, due to how it
(ab)uses bevy assets to represent audio sinks.
The user needs to write a lot of boilerplate (accessing
`Res<Assets<AudioSink>>`) and deal with a lot of cognitive overhead
(worry about strong vs. weak handles, etc.) in order to control audio
playback.
Audio playback is initiated via a centralized `Audio` resource, which
makes it difficult to keep track of many different sounds playing in a
typical game.
Further, everything carries a generic type parameter for the sound
source type, making it difficult to mix custom sound sources (such as
procedurally generated audio or unofficial formats) with regular audio
assets.
Let's fix these issues.
## Solution
Refactor `bevy_audio` to a more idiomatic ECS API. Remove the `Audio`
resource. Do everything via entities and components instead.
Audio playback data is now stored in components:
- `PlaybackSettings`, `SpatialSettings`, `Handle<AudioSource>` are now
components. The user inserts them to tell Bevy to play a sound and
configure the initial playback parameters.
- `AudioSink`, `SpatialAudioSink` are now components instead of special
magical "asset" types. They are inserted by Bevy when it actually begins
playing the sound, and can be queried for by the user in order to
control the sound during playback.
Bundles: `AudioBundle` and `SpatialAudioBundle` are available to make it
easy for users to play sounds. Spawn an entity with one of these bundles
(or insert them to a complex entity alongside other stuff) to play a
sound.
Each entity represents a sound to be played.
There is also a new "auto-despawn" feature (activated using
`PlaybackSettings`), which, if enabled, tells Bevy to despawn entities
when the sink playback finishes. This allows for "fire-and-forget" sound
playback. Users can simply
spawn entities whenever they want to play sounds and not have to worry
about leaking memory.
## Unsolved Questions
I think the current design is *fine*. I'd be happy for it to be merged.
It has some possibly-surprising usability pitfalls, but I think it is
still much better than the old `bevy_audio`. Here are some discussion
questions for things that we could further improve. I'm undecided on
these questions, which is why I didn't implement them. We should decide
which of these should be addressed in this PR, and what should be left
for future PRs. Or if they should be addressed at all.
### What happens when sounds start playing?
Currently, the audio sink components are inserted and the bundle
components are kept. Should Bevy remove the bundle components? Something
else?
The current design allows an entity to be reused for playing the same
sound with the same parameters repeatedly. This is a niche use case I'd
like to be supported, but if we have to give it up for a simpler design,
I'd be fine with that.
### What happens if users remove any of the components themselves?
As described above, currently, entities can be reused. Removing the
audio sink causes it to be "detached" (I kept the old `Drop` impl), so
the sound keeps playing. However, if the audio bundle components are not
removed, Bevy will detect this entity as a "queued" sound entity again
(has the bundle compoenents, without a sink component), just like before
playing the sound the first time, and start playing the sound again.
This behavior might be surprising? Should we do something different?
### Should mutations to `PlaybackSettings` be applied to the audio sink?
We currently do not do that. `PlaybackSettings` is just for the initial
settings when the sound starts playing. This is clearly documented.
Do we want to keep this behavior, or do we want to allow users to use
`PlaybackSettings` instead of `AudioSink`/`SpatialAudioSink` to control
sounds during playback too?
I think I prefer for them to be kept separate. It is not a bad mental
model once you understand it, and it is documented.
### Should `AudioSink` and `SpatialAudioSink` be unified into a single
component type?
They provide a similar API (via the `AudioSinkPlayback` trait) and it
might be annoying for users to have to deal with both of them. The
unification could be done using an enum that is matched on internally by
the methods. Spatial audio has extra features, so this might make it
harder to access. I think we shouldn't.
### Automatic synchronization of spatial sound properties from
Transforms?
Should Bevy automatically apply changes to Transforms to spatial audio
entities? How do we distinguish between listener and emitter? Which one
does the transform represent? Where should the other one come from?
Alternatively, leave this problem for now, and address it in a future
PR. Or do nothing, and let users deal with it, as shown in the
`spatial_audio_2d` and `spatial_audio_3d` examples.
---
## Changelog
Added:
- `AudioBundle`/`SpatialAudioBundle`, add them to entities to play
sounds.
Removed:
- The `Audio` resource.
- `AudioOutput` is no longer `pub`.
Changed:
- `AudioSink`, `SpatialAudioSink` are now components instead of assets.
## Migration Guide
// TODO: write a more detailed migration guide, after the "unsolved
questions" are answered and this PR is finalized.
Before:
```rust
/// Need to store handles somewhere
#[derive(Resource)]
struct MyMusic {
sink: Handle<AudioSink>,
}
fn play_music(
asset_server: Res<AssetServer>,
audio: Res<Audio>,
audio_sinks: Res<Assets<AudioSink>>,
mut commands: Commands,
) {
let weak_handle = audio.play_with_settings(
asset_server.load("music.ogg"),
PlaybackSettings::LOOP.with_volume(0.5),
);
// upgrade to strong handle and store it
commands.insert_resource(MyMusic {
sink: audio_sinks.get_handle(weak_handle),
});
}
fn toggle_pause_music(
audio_sinks: Res<Assets<AudioSink>>,
mymusic: Option<Res<MyMusic>>,
) {
if let Some(mymusic) = &mymusic {
if let Some(sink) = audio_sinks.get(&mymusic.sink) {
sink.toggle();
}
}
}
```
Now:
```rust
/// Marker component for our music entity
#[derive(Component)]
struct MyMusic;
fn play_music(
mut commands: Commands,
asset_server: Res<AssetServer>,
) {
commands.spawn((
AudioBundle::from_audio_source(asset_server.load("music.ogg"))
.with_settings(PlaybackSettings::LOOP.with_volume(0.5)),
MyMusic,
));
}
fn toggle_pause_music(
// `AudioSink` will be inserted by Bevy when the audio starts playing
query_music: Query<&AudioSink, With<MyMusic>>,
) {
if let Ok(sink) = query.get_single() {
sink.toggle();
}
}
```
# Objective
- Better consistency with `add_systems`.
- Deprecating `add_plugin` in favor of a more powerful `add_plugins`.
- Allow passing `Plugin` to `add_plugins`.
- Allow passing tuples to `add_plugins`.
## Solution
- `App::add_plugins` now takes an `impl Plugins` parameter.
- `App::add_plugin` is deprecated.
- `Plugins` is a new sealed trait that is only implemented for `Plugin`,
`PluginGroup` and tuples over `Plugins`.
- All examples, benchmarks and tests are changed to use `add_plugins`,
using tuples where appropriate.
---
## Changelog
### Changed
- `App::add_plugins` now accepts all types that implement `Plugins`,
which is implemented for:
- Types that implement `Plugin`.
- Types that implement `PluginGroup`.
- Tuples (up to 16 elements) over types that implement `Plugins`.
- Deprecated `App::add_plugin` in favor of `App::add_plugins`.
## Migration Guide
- Replace `app.add_plugin(plugin)` calls with `app.add_plugins(plugin)`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Introduce a stable alternative to
[`std::any::type_name`](https://doc.rust-lang.org/std/any/fn.type_name.html).
- Rewrite of #5805 with heavy inspiration in design.
- On the path to #5830.
- Part of solving #3327.
## Solution
- Add a `TypePath` trait for static stable type path/name information.
- Add a `TypePath` derive macro.
- Add a `impl_type_path` macro for implementing internal and foreign
types in `bevy_reflect`.
---
## Changelog
- Added `TypePath` trait.
- Added `DynamicTypePath` trait and `get_type_path` method to `Reflect`.
- Added a `TypePath` derive macro.
- Added a `bevy_reflect::impl_type_path` for implementing `TypePath` on
internal and foreign types in `bevy_reflect`.
- Changed `bevy_reflect::utility::(Non)GenericTypeInfoCell` to
`(Non)GenericTypedCell<T>` which allows us to be generic over both
`TypeInfo` and `TypePath`.
- `TypePath` is now a supertrait of `Asset`, `Material` and
`Material2d`.
- `impl_reflect_struct` needs a `#[type_path = "..."]` attribute to be
specified.
- `impl_reflect_value` needs to either specify path starting with a
double colon (`::core::option::Option`) or an `in my_crate::foo`
declaration.
- Added `bevy_reflect_derive::ReflectTypePath`.
- Most uses of `Ident` in `bevy_reflect_derive` changed to use
`ReflectTypePath`.
## Migration Guide
- Implementors of `Asset`, `Material` and `Material2d` now also need to
derive `TypePath`.
- Manual implementors of `Reflect` will need to implement the new
`get_type_path` method.
## Open Questions
- [x] ~This PR currently does not migrate any usages of
`std::any::type_name` to use `bevy_reflect::TypePath` to ease the review
process. Should it?~ Migration will be left to a follow-up PR.
- [ ] This PR adds a lot of `#[derive(TypePath)]` and `T: TypePath` to
satisfy new bounds, mostly when deriving `TypeUuid`. Should we make
`TypePath` a supertrait of `TypeUuid`? [Should we remove `TypeUuid` in
favour of
`TypePath`?](2afbd85532 (r961067892))
# Objective
Adds a new resource to control a global volume.
Fixes#7690
---
## Solution
Added a new resource to control global volume, this is then multiplied
with an audio sources volume to get the output volume, individual audio
sources can opt out of this my enabling the `absolute_volume` field in
`PlaybackSettings`.
---
## Changelog
### Added
- `GlobalVolume` a resource to control global volume (in prelude).
- `global_volume` field to `AudioPlugin` or setting the initial value of
`GlobalVolume`.
- `Volume` enum that can be `Relative` or `Absolute`.
- `VolumeLevel` struct for defining a volume level.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
The clippy lint `type_complexity` is known not to play well with bevy.
It frequently triggers when writing complex queries, and taking the
lint's advice of using a type alias almost always just obfuscates the
code with no benefit. Because of this, this lint is currently ignored in
CI, but unfortunately it still shows up when viewing bevy code in an
IDE.
As someone who's made a fair amount of pull requests to this repo, I
will say that this issue has been a consistent thorn in my side. Since
bevy code is filled with spurious, ignorable warnings, it can be very
difficult to spot the *real* warnings that must be fixed -- most of the
time I just ignore all warnings, only to later find out that one of them
was real after I'm done when CI runs.
## Solution
Suppress this lint in all bevy crates. This was previously attempted in
#7050, but the review process ended up making it more complicated than
it needs to be and landed on a subpar solution.
The discussion in https://github.com/rust-lang/rust-clippy/pull/10571
explores some better long-term solutions to this problem. Since there is
no timeline on when these solutions may land, we should resolve this
issue in the meantime by locally suppressing these lints.
### Unresolved issues
Currently, these lints are not suppressed in our examples, since that
would require suppressing the lint in every single source file. They are
still ignored in CI.
# Objective
Exposes `empty()` method for `AudioSink`.
Based on `0.10.0`, should be a non-breaking change.
---
## Changelog
- Expose `empty()` method for `AudioSink`
- Add `AudioSink::empty()` example
---------
Co-authored-by: hank <hank@hank.co.in>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Add basic spatial audio support to Bevy
- this is what rodio supports, so no HRTF, just simple stereo channel manipulation
- no "built-in" ECS support: `Emitter` and `Listener` should be components that would automatically update the positions
This PR goal is to just expose rodio functionality, made possible with the recent update to rodio 0.16. A proper ECS integration opens a lot more questions, and would probably require an RFC
Also updates rodio and fixes#6122
# Objective
- Merge the examples on iOS and Android
- Make sure they both work from the same code
## Solution
- don't create window when not in an active state (from #6830)
- exit on suspend on Android (from #6830)
- automatically enable dependency feature of bevy_audio on android so that it works out of the box
- don't inverse y position of touch events
- reuse the same example for both Android and iOS
Fixes#4616Fixes#4103Fixes#3648Fixes#3458Fixes#3249Fixes#86
# Objective
NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267.
"Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365).
## Solution
This adds "base sets" as a variant of `SystemSet`:
A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive:
```rust
#[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)]
#[system_set(base)]
enum MyBaseSet {
A,
B,
}
```
**Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build.
**Base sets cannot belong to other sets**: this is where the word "base" comes from
Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set.
```rust
app.add_system(foo.in_base_set(MyBaseSet::A))
// X must be a normal set ... base sets cannot be added to base sets
.configure_set(X.in_base_set(MyBaseSet::A))
```
Base sets can still be configured like normal sets:
```rust
app.add_system(MyBaseSet::B.after(MyBaseSet::Ap))
```
The primary use case for base sets is enabling a "default base set":
```rust
schedule.set_default_base_set(CoreSet::Update)
// this will belong to CoreSet::Update by default
.add_system(foo)
// this will override the default base set with PostUpdate
.add_system(bar.in_base_set(CoreSet::PostUpdate))
```
This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides.
---
## Changelog
- Added "base sets" and ported CoreSet to use them.
## Migration Guide
TODO
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.
# Objective
- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45
## Solution
- [x] Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests
## Changelog
### Added
- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`
### Removed
- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.
### Changed
- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
- `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied.
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.
## Migration Guide
- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
- Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
- Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
- For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with
- `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`
## TODO
- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
- [x] unbreak directional lights
- [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
- [x] game menu example shows loading screen and menu simultaneously
- [x] display settings menu is a blank screen
- [x] `without_winit` example panics
- [x] ensure all tests pass
- [x] SubApp doc test fails
- [x] runs_spawn_local tasks fails
- [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)
## Points of Difficulty and Controversy
**Reviewers, please give feedback on these and look closely**
1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.
## Future Work (ideally before 0.10)
- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
# Objective
- Fixes#7260
## Solution
- #6649 used `init_non_send_resource` for `AudioOutput`, but this is before #6436 was merged.
- Use `init_resource` instead.
# Objective
- Fixes#6361
- Fixes#6362
- Fixes#6364
## Solution
- Added an example for creating a custom `Decodable` type
- Clarified the documentation on `Decodable`
- Added an `AddAudioSource` trait and implemented it for `App`
Co-authored-by: dis-da-moe <84386186+dis-da-moe@users.noreply.github.com>
# Objective
- Make `AudioOutput` a `Resource`.
## Solution
- Do not store `OutputStream` in the struct.
- `mem::forget` `OutputStream`.
---
## Changelog
### Added
- `AudioOutput` is now a `Resource`.
## Migration Guide
- Use `Res<AudioOutput<Source>>` instead of `NonSend<AudioOutput<Source>>`. Same for `Mut` variants.
This reverts commit 53d387f340.
# Objective
Reverts #6448. This didn't have the intended effect: we're now getting bevy::prelude shown in the docs again.
Co-authored-by: Alejandro Pascual <alejandro.pascual.pozo@gmail.com>
# Objective
- Right now re-exports are completely hidden in prelude docs.
- Fixes#6433
## Solution
- We could show the re-exports without inlining their documentation.
# Objective
Currently toggling an `AudioSink` (for example from a game menu) requires writing
```rs
if sink.is_paused() {
sink.play();
} else {
sink.pause();
}
```
It would be nicer if we could reduce this down to a single line
```rs
sink.toggle();
```
## Solution
Add an `AudioSink::toggle` method which does exactly that.
---
## Changelog
- Added `AudioSink::toggle` which can be used to toggle state of a sink.
# Objective
- Fixes#5876 .
## Solution
- added pub use statements to re-export the following traits in bevy_audio: rodio::source::Source, rodio::Sample, rodio::cpal::Sample.
- rodio::cpal::Sample was re-exported as CpalSample to avoid naming conflict with rodio::Sample.
# Objective
- Proactive changing of code to comply with warnings generated by beta of rustlang version of cargo clippy.
## Solution
- Code changed as recommended by `rustup update`, `rustup default beta`, `cargo run -p ci -- clippy`.
- Tested using `beta` and `stable`. No clippy warnings in either after changes made.
---
## Changelog
- Warnings fixed were: `clippy::explicit-auto-deref` (present in 11 files), `clippy::needless-borrow` (present in 2 files), and `clippy::only-used-in-recursion` (only 1 file).
# Objective
Fixes#5884#2879
Alternative to #2988#5885#2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.
While ergonomic, this results in several drawbacks:
* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
* Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
*ira: My commits are not as well organized :')*
* I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
* I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.
## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.
## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.
If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.
`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.
Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- I think our codebase is hit badly by rust-lang/rust-analyzer#11410
- None of our uses of cyclic dependencies are remotely necessary
- Note that these are false positives in rust-analyzer, however it's probably easier for us to work around this
- Note also that I haven't confirmed that this is causing rust-analyzer to not work very well, but it's not a bad guess.
## Solution
- Remove our cyclic dependencies
- Import the trick from #2851 for no-op plugin groups.
# Objective
- Add two missing ogg vorbis audio extensions.
## Solution
- Add the two missing extensions to the list
- The file format is the same, there are simply two other possible extensions files can use.
- This can be easily (manually) tested by renaming the extension of `assets/sounds/Windless Slopes.ogg` to end in either `.oga` or `.spx` (in both the filesystem and in `examples/audio/audio.rs`) and then running `cargo run --example audio` and observing that the music still plays.
## More info
From the [wikipedia article for Ogg](https://en.wikipedia.org/wiki/Ogg):
> Ogg audio media is registered as [IANA](https://en.wikipedia.org/wiki/Internet_Assigned_Numbers_Authority) [media type](https://en.wikipedia.org/wiki/Media_type) audio/ogg with file extensions .oga, .ogg, and [.spx](https://en.wikipedia.org/wiki/Speex).
The current workaround is to rename any files ending in `.oga` or `.spx` to end in `.ogg` instead, which complicates tracking assets procured from other organizations.
See also [a corresponding change to bevy_kira_audio](https://github.com/NiklasEi/bevy_kira_audio/pull/8)
---
## Changelog
### Added
- Vorbis audio files may now use the `.oga` and `.spx` filename extensions in addition to the more common `.ogg` filename extension.
# Objective
- While playing with volume, I noticed that when setting the volume just after playback start, I still get a few milliseconds at normal volume
## Solution
- Replace `play_in_loop` with `play_with_settings` that allows from more controls
- Adds a `PlaybackSettings` to specify the settings from start. Can be used: `PlaybackSettings::LOOP.with_volume(0.75)`
# 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)