use bevy_ecs::component::Component; use bevy_math::Vec3; use bevy_transform::prelude::Transform; use rodio::{Sink, SpatialSink}; /// Common interactions with an audio sink. pub trait AudioSinkPlayback { /// Gets the volume of the sound. /// /// The value `1.0` is the "normal" volume (unfiltered input). Any value other than `1.0` /// will multiply each sample by this value. fn volume(&self) -> f32; /// Changes the volume of the sound. /// /// The value `1.0` is the "normal" volume (unfiltered input). Any value other than `1.0` /// will multiply each sample by this value. fn set_volume(&self, volume: f32); /// Gets the speed of the sound. /// /// The value `1.0` is the "normal" speed (unfiltered input). Any value other than `1.0` /// will change the play speed of the sound. fn speed(&self) -> f32; /// Changes the speed of the sound. /// /// The value `1.0` is the "normal" speed (unfiltered input). Any value other than `1.0` /// will change the play speed of the sound. fn set_speed(&self, speed: f32); /// Resumes playback of a paused sink. /// /// No effect if not paused. fn play(&self); /// Pauses playback of this sink. /// /// No effect if already paused. /// A paused sink can be resumed with [`play`](Self::play). fn pause(&self); /// Toggles the playback of this sink. /// /// Will pause if playing, and will be resumed if paused. fn toggle(&self) { if self.is_paused() { self.play(); } else { self.pause(); } } /// Is this sink paused? /// /// Sinks can be paused and resumed using [`pause`](Self::pause) and [`play`](Self::play). fn is_paused(&self) -> bool; /// Stops the sink. /// /// It won't be possible to restart it afterwards. fn stop(&self); /// Returns true if this sink has no more sounds to play. fn empty(&self) -> bool; } /// Used to control audio during playback. /// /// Bevy inserts this component onto your entities when it begins playing an audio source. /// Use [`AudioBundle`][crate::AudioBundle] to trigger that to happen. /// /// You can use this component to modify the playback settings while the audio is playing. /// /// If this component is removed from an entity, and an [`AudioSource`][crate::AudioSource] is /// attached to that entity, that [`AudioSource`][crate::AudioSource] will start playing. If /// that source is unchanged, that translates to the audio restarting. #[derive(Component)] pub struct AudioSink { pub(crate) sink: Sink, } impl AudioSinkPlayback for AudioSink { fn volume(&self) -> f32 { self.sink.volume() } fn set_volume(&self, volume: f32) { self.sink.set_volume(volume); } fn speed(&self) -> f32 { self.sink.speed() } fn set_speed(&self, speed: f32) { self.sink.set_speed(speed); } fn play(&self) { self.sink.play(); } fn pause(&self) { self.sink.pause(); } fn is_paused(&self) -> bool { self.sink.is_paused() } fn stop(&self) { self.sink.stop(); } fn empty(&self) -> bool { self.sink.empty() } } /// Used to control spatial audio during playback. /// /// Bevy inserts this component onto your entities when it begins playing an audio source. /// Use [`SpatialAudioBundle`][crate::SpatialAudioBundle] to trigger that to happen. /// /// You can use this component to modify the playback settings while the audio is playing. /// /// If this component is removed from an entity, and a [`AudioSource`][crate::AudioSource] is /// attached to that entity, that [`AudioSource`][crate::AudioSource] will start playing. If /// that source is unchanged, that translates to the audio restarting. #[derive(Component)] pub struct SpatialAudioSink { pub(crate) sink: SpatialSink, } impl AudioSinkPlayback for SpatialAudioSink { fn volume(&self) -> f32 { self.sink.volume() } fn set_volume(&self, volume: f32) { self.sink.set_volume(volume); } fn speed(&self) -> f32 { self.sink.speed() } fn set_speed(&self, speed: f32) { self.sink.set_speed(speed); } fn play(&self) { self.sink.play(); } fn pause(&self) { self.sink.pause(); } fn is_paused(&self) -> bool { self.sink.is_paused() } fn stop(&self) { self.sink.stop(); } fn empty(&self) -> bool { self.sink.empty() } } impl SpatialAudioSink { /// Set the two ears position. pub fn set_ears_position(&self, left_position: Vec3, right_position: Vec3) { self.sink.set_left_ear_position(left_position.to_array()); self.sink.set_right_ear_position(right_position.to_array()); } /// Set the listener position, with an ear on each side separated by `gap`. pub fn set_listener_position(&self, position: Transform, gap: f32) { self.set_ears_position( position.translation + position.left() * gap / 2.0, position.translation + position.right() * gap / 2.0, ); } /// Set the emitter position. pub fn set_emitter_position(&self, position: Vec3) { self.sink.set_emitter_position(position.to_array()); } }