bevy/examples/audio/pitch.rs
Benjamin Brienen 29508f065f
Fix floating point math (#15239)
# 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>
2024-09-16 23:28:12 +00:00

55 lines
1.5 KiB
Rust

//! This example illustrates how to play a single-frequency sound (aka a pitch)
use bevy::prelude::*;
use std::time::Duration;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_event::<PlayPitch>()
.add_systems(Startup, setup)
.add_systems(Update, (play_pitch, keyboard_input_system))
.run();
}
#[derive(Event, Default)]
struct PlayPitch;
#[derive(Resource)]
struct PitchFrequency(f32);
fn setup(mut commands: Commands) {
commands.insert_resource(PitchFrequency(220.0));
}
fn play_pitch(
mut pitch_assets: ResMut<Assets<Pitch>>,
frequency: Res<PitchFrequency>,
mut events: EventReader<PlayPitch>,
mut commands: Commands,
) {
for _ in events.read() {
info!("playing pitch with frequency: {}", frequency.0);
commands.spawn(PitchBundle {
source: pitch_assets.add(Pitch::new(frequency.0, Duration::new(1, 0))),
settings: PlaybackSettings::DESPAWN,
});
info!("number of pitch assets: {}", pitch_assets.len());
}
}
fn keyboard_input_system(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut frequency: ResMut<PitchFrequency>,
mut events: EventWriter<PlayPitch>,
) {
if keyboard_input.just_pressed(KeyCode::ArrowUp) {
frequency.0 *= ops::powf(2.0f32, 1.0 / 12.0);
}
if keyboard_input.just_pressed(KeyCode::ArrowDown) {
frequency.0 /= ops::powf(2.0f32, 1.0 / 12.0);
}
if keyboard_input.just_pressed(KeyCode::Space) {
events.send(PlayPitch);
}
}