bevy/examples/audio/audio_control.rs
Carter Anderson 013e11a14f
AudioPlayer::new() (#16287)
# Objective

`AudioPlayer::<AudioSource>(assets.load("audio.mp3"))` is awkward and
complicated to type because the `AudioSource` generic type cannot be
elided. This is especially annoying because `AudioSource` is used in the
majority of cases. Most users don't need to think about it.

## Solution

Add an `AudioPlayer::new()` function that is hard-coded to
`AudioSource`, allowing `AudioPlayer::new(assets.load("audio.mp3"))`.
Prefer using that in the relevant places.
2024-11-08 01:51:50 +00:00

39 lines
1.2 KiB
Rust

//! This example illustrates how to load and play an audio file, and control how it's played.
use bevy::{math::ops, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (update_speed, pause, volume))
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
AudioPlayer::new(asset_server.load("sounds/Windless Slopes.ogg")),
MyMusic,
));
}
#[derive(Component)]
struct MyMusic;
fn update_speed(sink: Single<&AudioSink, With<MyMusic>>, time: Res<Time>) {
sink.set_speed((ops::sin(time.elapsed_secs() / 5.0) + 1.0).max(0.1));
}
fn pause(keyboard_input: Res<ButtonInput<KeyCode>>, sink: Single<&AudioSink, With<MyMusic>>) {
if keyboard_input.just_pressed(KeyCode::Space) {
sink.toggle();
}
}
fn volume(keyboard_input: Res<ButtonInput<KeyCode>>, sink: Single<&AudioSink, With<MyMusic>>) {
if keyboard_input.just_pressed(KeyCode::Equal) {
sink.set_volume(sink.volume() + 0.1);
} else if keyboard_input.just_pressed(KeyCode::Minus) {
sink.set_volume(sink.volume() - 0.1);
}
}