mirror of
https://github.com/bevyengine/bevy
synced 2024-11-23 05:03:47 +00:00
aefe1f0739
Co-authored-by: Mike <mike.hsu@gmail.com>
91 lines
2.7 KiB
Rust
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.
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use bevy::{prelude::*, sprite::MaterialMesh2dBundle};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, update_positions)
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.run();
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}
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/// Spatial audio uses the distance to attenuate the sound volume. In 2D with the default camera, 1 pixel is 1 unit of distance,
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/// so we use a scale so that 100 pixels is 1 unit of distance for audio.
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const AUDIO_SCALE: f32 = 100.0;
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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asset_server: Res<AssetServer>,
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audio: Res<Audio>,
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audio_sinks: Res<Assets<SpatialAudioSink>>,
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) {
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// Space between the two ears
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let gap = 400.0;
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let music = asset_server.load("sounds/Windless Slopes.ogg");
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let handle = audio_sinks.get_handle(audio.play_spatial_with_settings(
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music,
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PlaybackSettings::LOOP,
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Transform::IDENTITY,
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gap / AUDIO_SCALE,
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Vec3::ZERO,
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));
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commands.insert_resource(AudioController(handle));
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// left ear
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commands.spawn(SpriteBundle {
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sprite: Sprite {
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color: Color::RED,
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custom_size: Some(Vec2::splat(20.0)),
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..default()
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},
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transform: Transform::from_xyz(-gap / 2.0, 0.0, 0.0),
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..default()
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});
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// right ear
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commands.spawn(SpriteBundle {
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sprite: Sprite {
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color: Color::GREEN,
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custom_size: Some(Vec2::splat(20.0)),
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..default()
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},
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transform: Transform::from_xyz(gap / 2.0, 0.0, 0.0),
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..default()
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});
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// sound emitter
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commands.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.add(shape::Circle::new(15.0).into()).into(),
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material: materials.add(ColorMaterial::from(Color::BLUE)),
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transform: Transform::from_translation(Vec3::new(0.0, 50.0, 0.0)),
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..default()
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},
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Emitter,
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));
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// camera
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commands.spawn(Camera2dBundle::default());
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}
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#[derive(Component)]
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struct Emitter;
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#[derive(Resource)]
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struct AudioController(Handle<SpatialAudioSink>);
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fn update_positions(
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audio_sinks: Res<Assets<SpatialAudioSink>>,
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music_controller: Res<AudioController>,
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time: Res<Time>,
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mut emitter: Query<&mut Transform, With<Emitter>>,
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) {
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if let Some(sink) = audio_sinks.get(&music_controller.0) {
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let mut emitter_transform = emitter.single_mut();
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emitter_transform.translation.x = time.elapsed_seconds().sin() * 500.0;
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sink.set_emitter_position(emitter_transform.translation / AUDIO_SCALE);
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}
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}
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