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https://github.com/bevyengine/bevy
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# Objective Spatial audio was heroically thrown together at the last minute for Bevy 0.10, but right now it's a bit of a pain to use -- users need to manually update audio sinks with the position of the listener / emitter. Hopefully the migration guide entry speaks for itself. ## Solution Add a new `SpatialListener` component and automatically update sinks with the position of the listener and and emitter. ## Changelog `SpatialAudioSink`s are now automatically updated with positions of emitters and listeners. ## Migration Guide Spatial audio now automatically uses the transform of the `AudioBundle` and of an entity with a `SpatialListener` component. If you were manually scaling emitter/listener positions, you can use the `spatial_scale` field of `AudioPlugin` instead. ```rust // Old commands.spawn( SpatialAudioBundle { source: asset_server.load("sounds/Windless Slopes.ogg"), settings: PlaybackSettings::LOOP, spatial: SpatialSettings::new(listener_position, gap, emitter_position), }, ); fn update( emitter_query: Query<(&Transform, &SpatialAudioSink)>, listener_query: Query<&Transform, With<Listener>>, ) { let listener = listener_query.single(); for (transform, sink) in &emitter_query { sink.set_emitter_position(transform.translation); sink.set_listener_position(*listener, gap); } } // New commands.spawn(( SpatialBundle::from_transform(Transform::from_translation(emitter_position)), AudioBundle { source: asset_server.load("sounds/Windless Slopes.ogg"), settings: PlaybackSettings::LOOP.with_spatial(true), }, )); commands.spawn(( SpatialBundle::from_transform(Transform::from_translation(listener_position)), SpatialListener::new(gap), )); ``` ## Discussion I removed `SpatialAudioBundle` because the `SpatialSettings` component was made mostly redundant, and without that it was identical to `AudioBundle`. `SpatialListener` is a bare component and not a bundle which is feeling like a maybe a strange choice. That happened from a natural aversion both to nested bundles and to duplicating `Transform` etc in bundles and from figuring that it is likely to just be tacked on to some other bundle (player, head, camera) most of the time. Let me know what you think about these things / everything else. --------- Co-authored-by: Mike <mike.hsu@gmail.com>
139 lines
4.1 KiB
Rust
139 lines
4.1 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::{
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audio::{AudioPlugin, SpatialScale},
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prelude::*,
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sprite::MaterialMesh2dBundle,
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};
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/// Spatial audio uses the distance to attenuate the sound volume. In 2D with the default camera,
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/// 1 pixel is 1 unit of distance, so we use a scale so that 100 pixels is 1 unit of distance for
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/// audio.
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const AUDIO_SCALE: f32 = 1. / 100.0;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(AudioPlugin {
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spatial_scale: SpatialScale::new_2d(AUDIO_SCALE),
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..default()
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}))
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.add_systems(Startup, setup)
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.add_systems(Update, update_emitters)
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.add_systems(Update, update_listener)
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.run();
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}
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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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) {
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// Space between the two ears
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let gap = 400.0;
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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::default(),
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AudioBundle {
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source: asset_server.load("sounds/Windless Slopes.ogg"),
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settings: PlaybackSettings::LOOP.with_spatial(true),
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},
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));
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let listener = SpatialListener::new(gap);
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commands
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.spawn((SpatialBundle::default(), listener.clone()))
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.with_children(|parent| {
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// left ear
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parent.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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parent.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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});
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// example instructions
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commands.spawn(
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TextBundle::from_section(
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"Up/Down/Left/Right: Move Listener\nSpace: Toggle Emitter Movement",
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TextStyle {
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font_size: 20.0,
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..default()
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},
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)
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.with_style(Style {
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position_type: PositionType::Absolute,
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bottom: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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}),
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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, Default)]
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struct Emitter {
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stopped: bool,
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}
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fn update_emitters(
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time: Res<Time>,
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mut emitters: Query<(&mut Transform, &mut Emitter), With<Emitter>>,
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keyboard: Res<Input<KeyCode>>,
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) {
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for (mut emitter_transform, mut emitter) in emitters.iter_mut() {
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if keyboard.just_pressed(KeyCode::Space) {
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emitter.stopped = !emitter.stopped;
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}
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if !emitter.stopped {
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emitter_transform.translation.x = time.elapsed_seconds().sin() * 500.0;
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}
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}
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}
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fn update_listener(
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keyboard: Res<Input<KeyCode>>,
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time: Res<Time>,
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mut listeners: Query<&mut Transform, With<SpatialListener>>,
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) {
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let mut transform = listeners.single_mut();
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let speed = 200.;
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if keyboard.pressed(KeyCode::Right) {
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transform.translation.x += speed * time.delta_seconds();
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}
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if keyboard.pressed(KeyCode::Left) {
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transform.translation.x -= speed * time.delta_seconds();
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}
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if keyboard.pressed(KeyCode::Up) {
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transform.translation.y += speed * time.delta_seconds();
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}
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if keyboard.pressed(KeyCode::Down) {
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transform.translation.y -= speed * time.delta_seconds();
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}
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}
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