bevy/crates/bevy_audio/src/sinks.rs
Joona Aalto ed151e756c
Migrate audio to required components (#15573)
# Objective

What's that? Another PR for the grand migration to required components?
This time, audio!

## Solution

Deprecate `AudioSourceBundle`, `AudioBundle`, and `PitchBundle`, as per
the [chosen
proposal](https://hackmd.io/@bevy/required_components/%2Fzxgp-zMMRUCdT7LY1ZDQwQ).

However, we cannot call the component `AudioSource`, because that's what
the stored asset is called. I deliberated on a few names, like
`AudioHandle`, or even just `Audio`, but landed on `AudioPlayer`, since
it's probably the most accurate and "nice" name for this. Open to
alternatives though.

---

## Migration Guide

Replace all insertions of `AudioSoucreBundle`, `AudioBundle`, and
`PitchBundle` with the `AudioPlayer` component. The other components
required by it will now be inserted automatically.

In cases where the generics cannot be inferred, you may need to specify
them explicitly. For example:

```rust
commands.spawn(AudioPlayer::<AudioSource>(asset_server.load("sounds/sick_beats.ogg")));
```
2024-10-01 22:43:29 +00:00

201 lines
5.7 KiB
Rust

use bevy_ecs::component::Component;
use bevy_math::Vec3;
use bevy_transform::prelude::Transform;
use rodio::{Sink, SpatialSink};
/// Common interactions with an audio sink.
pub trait AudioSinkPlayback {
/// Gets the volume of the sound.
///
/// The value `1.0` is the "normal" volume (unfiltered input). Any value other than `1.0`
/// will multiply each sample by this value.
fn volume(&self) -> f32;
/// Changes the volume of the sound.
///
/// The value `1.0` is the "normal" volume (unfiltered input). Any value other than `1.0`
/// will multiply each sample by this value.
///
/// # Note on Audio Volume
///
/// An increase of 10 decibels (dB) roughly corresponds to the perceived volume doubling in intensity.
/// As this function scales not the volume but the amplitude, a conversion might be necessary.
/// For example, to halve the perceived volume you need to decrease the volume by 10 dB.
/// This corresponds to 20log(x) = -10dB, solving x = 10^(-10/20) = 0.316.
/// Multiply the current volume by 0.316 to halve the perceived volume.
fn set_volume(&self, volume: f32);
/// Gets the speed of the sound.
///
/// The value `1.0` is the "normal" speed (unfiltered input). Any value other than `1.0`
/// will change the play speed of the sound.
fn speed(&self) -> f32;
/// Changes the speed of the sound.
///
/// The value `1.0` is the "normal" speed (unfiltered input). Any value other than `1.0`
/// will change the play speed of the sound.
fn set_speed(&self, speed: f32);
/// Resumes playback of a paused sink.
///
/// No effect if not paused.
fn play(&self);
/// Pauses playback of this sink.
///
/// No effect if already paused.
/// A paused sink can be resumed with [`play`](Self::play).
fn pause(&self);
/// Toggles the playback of this sink.
///
/// Will pause if playing, and will be resumed if paused.
fn toggle(&self) {
if self.is_paused() {
self.play();
} else {
self.pause();
}
}
/// Is this sink paused?
///
/// Sinks can be paused and resumed using [`pause`](Self::pause) and [`play`](Self::play).
fn is_paused(&self) -> bool;
/// Stops the sink.
///
/// It won't be possible to restart it afterwards.
fn stop(&self);
/// Returns true if this sink has no more sounds to play.
fn empty(&self) -> bool;
}
/// Used to control audio during playback.
///
/// Bevy inserts this component onto your entities when it begins playing an audio source.
/// Use [`AudioPlayer`][crate::AudioPlayer] to trigger that to happen.
///
/// You can use this component to modify the playback settings while the audio is playing.
///
/// If this component is removed from an entity, and an [`AudioSource`][crate::AudioSource] is
/// attached to that entity, that [`AudioSource`][crate::AudioSource] will start playing. If
/// that source is unchanged, that translates to the audio restarting.
#[derive(Component)]
pub struct AudioSink {
pub(crate) sink: Sink,
}
impl AudioSinkPlayback for AudioSink {
fn volume(&self) -> f32 {
self.sink.volume()
}
fn set_volume(&self, volume: f32) {
self.sink.set_volume(volume);
}
fn speed(&self) -> f32 {
self.sink.speed()
}
fn set_speed(&self, speed: f32) {
self.sink.set_speed(speed);
}
fn play(&self) {
self.sink.play();
}
fn pause(&self) {
self.sink.pause();
}
fn is_paused(&self) -> bool {
self.sink.is_paused()
}
fn stop(&self) {
self.sink.stop();
}
fn empty(&self) -> bool {
self.sink.empty()
}
}
/// Used to control spatial audio during playback.
///
/// Bevy inserts this component onto your entities when it begins playing an audio source
/// that's configured to use spatial audio.
///
/// You can use this component to modify the playback settings while the audio is playing.
///
/// If this component is removed from an entity, and a [`AudioSource`][crate::AudioSource] is
/// attached to that entity, that [`AudioSource`][crate::AudioSource] will start playing. If
/// that source is unchanged, that translates to the audio restarting.
#[derive(Component)]
pub struct SpatialAudioSink {
pub(crate) sink: SpatialSink,
}
impl AudioSinkPlayback for SpatialAudioSink {
fn volume(&self) -> f32 {
self.sink.volume()
}
fn set_volume(&self, volume: f32) {
self.sink.set_volume(volume);
}
fn speed(&self) -> f32 {
self.sink.speed()
}
fn set_speed(&self, speed: f32) {
self.sink.set_speed(speed);
}
fn play(&self) {
self.sink.play();
}
fn pause(&self) {
self.sink.pause();
}
fn is_paused(&self) -> bool {
self.sink.is_paused()
}
fn stop(&self) {
self.sink.stop();
}
fn empty(&self) -> bool {
self.sink.empty()
}
}
impl SpatialAudioSink {
/// Set the two ears position.
pub fn set_ears_position(&self, left_position: Vec3, right_position: Vec3) {
self.sink.set_left_ear_position(left_position.to_array());
self.sink.set_right_ear_position(right_position.to_array());
}
/// Set the listener position, with an ear on each side separated by `gap`.
pub fn set_listener_position(&self, position: Transform, gap: f32) {
self.set_ears_position(
position.translation + position.left() * gap / 2.0,
position.translation + position.right() * gap / 2.0,
);
}
/// Set the emitter position.
pub fn set_emitter_position(&self, position: Vec3) {
self.sink.set_emitter_position(position.to_array());
}
}