bevy/examples/audio/spatial_audio_2d.rs
François ca1802b774 Basic spatial audio (#6028)
# 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
2023-02-20 15:31:07 +00:00

91 lines
2.7 KiB
Rust

//! This example illustrates how to load and play an audio file, and control where the sounds seems to come from.
use bevy::{prelude::*, sprite::MaterialMesh2dBundle};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(update_positions)
.run();
}
/// Spatial audio uses the distance to attenuate the sound volume. In 2D with the default camera, 1 pixel is 1 unit of distance,
/// so we use a scale so that 100 pixels is 1 unit of distance for audio.
const AUDIO_SCALE: f32 = 100.0;
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
asset_server: Res<AssetServer>,
audio: Res<Audio>,
audio_sinks: Res<Assets<SpatialAudioSink>>,
) {
// Space between the two ears
let gap = 400.0;
let music = asset_server.load("sounds/Windless Slopes.ogg");
let handle = audio_sinks.get_handle(audio.play_spatial_with_settings(
music,
PlaybackSettings::LOOP,
Transform::IDENTITY,
gap / AUDIO_SCALE,
Vec3::ZERO,
));
commands.insert_resource(AudioController(handle));
// left ear
commands.spawn(SpriteBundle {
sprite: Sprite {
color: Color::RED,
custom_size: Some(Vec2::splat(20.0)),
..default()
},
transform: Transform::from_xyz(-gap / 2.0, 0.0, 0.0),
..default()
});
// right ear
commands.spawn(SpriteBundle {
sprite: Sprite {
color: Color::GREEN,
custom_size: Some(Vec2::splat(20.0)),
..default()
},
transform: Transform::from_xyz(gap / 2.0, 0.0, 0.0),
..default()
});
// sound emitter
commands.spawn((
MaterialMesh2dBundle {
mesh: meshes.add(shape::Circle::new(15.0).into()).into(),
material: materials.add(ColorMaterial::from(Color::BLUE)),
transform: Transform::from_translation(Vec3::new(0.0, 50.0, 0.0)),
..default()
},
Emitter,
));
// camera
commands.spawn(Camera2dBundle::default());
}
#[derive(Component)]
struct Emitter;
#[derive(Resource)]
struct AudioController(Handle<SpatialAudioSink>);
fn update_positions(
audio_sinks: Res<Assets<SpatialAudioSink>>,
music_controller: Res<AudioController>,
time: Res<Time>,
mut emitter: Query<&mut Transform, With<Emitter>>,
) {
if let Some(sink) = audio_sinks.get(&music_controller.0) {
let mut emitter_transform = emitter.single_mut();
emitter_transform.translation.x = time.elapsed_seconds().sin() * 500.0;
sink.set_emitter_position(emitter_transform.translation / AUDIO_SCALE);
}
}