//! Shows how to create a custom [`Decodable`] type by implementing a Sine wave. use bevy::audio::AddAudioSource; use bevy::audio::AudioPlugin; use bevy::audio::Source; use bevy::prelude::*; use bevy::reflect::TypePath; use bevy::utils::Duration; // This struct usually contains the data for the audio being played. // This is where data read from an audio file would be stored, for example. // This allows the type to be registered as an asset. #[derive(Asset, TypePath)] struct SineAudio { frequency: f32, } // This decoder is responsible for playing the audio, // and so stores data about the audio being played. struct SineDecoder { // how far along one period the wave is (between 0 and 1) current_progress: f32, // how much we move along the period every frame progress_per_frame: f32, // how long a period is period: f32, sample_rate: u32, } impl SineDecoder { fn new(frequency: f32) -> Self { // standard sample rate for most recordings let sample_rate = 44_100; SineDecoder { current_progress: 0., progress_per_frame: frequency / sample_rate as f32, period: std::f32::consts::PI * 2., sample_rate, } } } // The decoder must implement iterator so that it can implement `Decodable`. impl Iterator for SineDecoder { type Item = f32; fn next(&mut self) -> Option { self.current_progress += self.progress_per_frame; // we loop back round to 0 to avoid floating point inaccuracies self.current_progress %= 1.; Some(f32::sin(self.period * self.current_progress)) } } // `Source` is what allows the audio source to be played by bevy. // This trait provides information on the audio. impl Source for SineDecoder { fn current_frame_len(&self) -> Option { None } fn channels(&self) -> u16 { 1 } fn sample_rate(&self) -> u32 { self.sample_rate } fn total_duration(&self) -> Option { None } } // Finally `Decodable` can be implemented for our `SineAudio`. impl Decodable for SineAudio { type DecoderItem = ::Item; type Decoder = SineDecoder; fn decoder(&self) -> Self::Decoder { SineDecoder::new(self.frequency) } } fn main() { let mut app = App::new(); // register the audio source so that it can be used app.add_plugins(DefaultPlugins.set(AudioPlugin { global_volume: GlobalVolume::new(0.2), ..default() })) .add_audio_source::() .add_systems(Startup, setup) .run(); } fn setup(mut assets: ResMut>, mut commands: Commands) { // add a `SineAudio` to the asset server so that it can be played let audio_handle = assets.add(SineAudio { frequency: 440., //this is the frequency of A4 }); commands.spawn(AudioSourceBundle { source: audio_handle, ..default() }); }