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https://github.com/bevyengine/bevy
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29508f065f
# Objective - Fixes #15236 ## Solution - Use bevy_math::ops instead of std floating point operations. ## Testing - Did you test these changes? If so, how? Unit tests and `cargo run -p ci -- test` - How can other people (reviewers) test your changes? Is there anything specific they need to know? Execute `cargo run -p ci -- test` on Windows. - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? Windows ## Migration Guide - Not a breaking change - Projects should use bevy math where applicable --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: IQuick 143 <IQuick143cz@gmail.com> Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
137 lines
4 KiB
Rust
137 lines
4 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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color::palettes::css::*,
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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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default_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(Circle::new(15.0)).into(),
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material: materials.add(Color::from(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: RED.into(),
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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: LIME.into(),
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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::default(),
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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<ButtonInput<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 = ops::sin(time.elapsed_seconds()) * 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<ButtonInput<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::ArrowRight) {
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transform.translation.x += speed * time.delta_seconds();
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}
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if keyboard.pressed(KeyCode::ArrowLeft) {
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transform.translation.x -= speed * time.delta_seconds();
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}
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if keyboard.pressed(KeyCode::ArrowUp) {
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transform.translation.y += speed * time.delta_seconds();
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}
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if keyboard.pressed(KeyCode::ArrowDown) {
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transform.translation.y -= speed * time.delta_seconds();
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}
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}
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