use crate::AudioSource; use bevy_asset::{Assets, Handle}; use bevy_ecs::Res; use parking_lot::RwLock; use rodio::{Decoder, Device, Sink}; use std::{collections::VecDeque, io::Cursor}; /// Used to play audio on the current "audio device" pub struct AudioOutput { device: Device, queue: RwLock>>, } impl Default for AudioOutput { fn default() -> Self { Self { device: rodio::default_output_device().unwrap(), queue: Default::default(), } } } impl AudioOutput { pub fn play_source(&self, audio_source: &AudioSource) { let sink = Sink::new(&self.device); sink.append(Decoder::new(Cursor::new(audio_source.clone())).unwrap()); sink.detach(); } pub fn play(&self, audio_source: Handle) { self.queue.write().push_front(audio_source); } pub fn try_play_queued(&self, audio_sources: &Assets) { let mut queue = self.queue.write(); let len = queue.len(); let mut i = 0; while i < len { let audio_source_handle = queue.pop_back().unwrap(); if let Some(audio_source) = audio_sources.get(&audio_source_handle) { self.play_source(audio_source); } else { // audio source hasn't loaded yet. add it back to the queue queue.push_front(audio_source_handle); } i += 1; } } } /// Plays audio currently queued in the [AudioOutput] resource pub(crate) fn play_queued_audio_system( audio_sources: Res>, audio_output: Res, ) { audio_output.try_play_queued(&audio_sources); }