mirror of
https://github.com/bevyengine/bevy
synced 2025-01-11 12:48:56 +00:00
ca1802b774
# Objective - Add basic spatial audio support to Bevy - this is what rodio supports, so no HRTF, just simple stereo channel manipulation - no "built-in" ECS support: `Emitter` and `Listener` should be components that would automatically update the positions This PR goal is to just expose rodio functionality, made possible with the recent update to rodio 0.16. A proper ECS integration opens a lot more questions, and would probably require an RFC Also updates rodio and fixes #6122
328 lines
11 KiB
Rust
328 lines
11 KiB
Rust
use crate::{AudioSink, AudioSource, Decodable, SpatialAudioSink};
|
|
use bevy_asset::{Asset, Handle, HandleId};
|
|
use bevy_ecs::system::Resource;
|
|
use bevy_math::Vec3;
|
|
use bevy_transform::prelude::Transform;
|
|
use parking_lot::RwLock;
|
|
use std::{collections::VecDeque, fmt};
|
|
|
|
/// Use this [`Resource`] to play audio.
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::system::Res;
|
|
/// # use bevy_asset::AssetServer;
|
|
/// # use bevy_audio::Audio;
|
|
/// fn play_audio_system(asset_server: Res<AssetServer>, audio: Res<Audio>) {
|
|
/// audio.play(asset_server.load("my_sound.ogg"));
|
|
/// }
|
|
/// ```
|
|
#[derive(Resource)]
|
|
pub struct Audio<Source = AudioSource>
|
|
where
|
|
Source: Asset + Decodable,
|
|
{
|
|
/// Queue for playing audio from asset handles
|
|
pub(crate) queue: RwLock<VecDeque<AudioToPlay<Source>>>,
|
|
}
|
|
|
|
impl<Source: Asset> fmt::Debug for Audio<Source>
|
|
where
|
|
Source: Decodable,
|
|
{
|
|
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
|
|
f.debug_struct("Audio").field("queue", &self.queue).finish()
|
|
}
|
|
}
|
|
|
|
impl<Source> Default for Audio<Source>
|
|
where
|
|
Source: Asset + Decodable,
|
|
{
|
|
fn default() -> Self {
|
|
Self {
|
|
queue: Default::default(),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl<Source> Audio<Source>
|
|
where
|
|
Source: Asset + Decodable,
|
|
{
|
|
/// Play audio from a [`Handle`] to the audio source
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::system::Res;
|
|
/// # use bevy_asset::AssetServer;
|
|
/// # use bevy_audio::Audio;
|
|
/// fn play_audio_system(asset_server: Res<AssetServer>, audio: Res<Audio>) {
|
|
/// audio.play(asset_server.load("my_sound.ogg"));
|
|
/// }
|
|
/// ```
|
|
///
|
|
/// Returns a weak [`Handle`] to the [`AudioSink`]. If this handle isn't changed to a
|
|
/// strong one, the sink will be detached and the sound will continue playing. Changing it
|
|
/// to a strong handle allows you to control the playback through the [`AudioSink`] asset.
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::system::Res;
|
|
/// # use bevy_asset::{AssetServer, Assets};
|
|
/// # use bevy_audio::{Audio, AudioSink};
|
|
/// fn play_audio_system(
|
|
/// asset_server: Res<AssetServer>,
|
|
/// audio: Res<Audio>,
|
|
/// audio_sinks: Res<Assets<AudioSink>>,
|
|
/// ) {
|
|
/// // This is a weak handle, and can't be used to control playback.
|
|
/// let weak_handle = audio.play(asset_server.load("my_sound.ogg"));
|
|
/// // This is now a strong handle, and can be used to control playback.
|
|
/// let strong_handle = audio_sinks.get_handle(weak_handle);
|
|
/// }
|
|
/// ```
|
|
pub fn play(&self, audio_source: Handle<Source>) -> Handle<AudioSink> {
|
|
let id = HandleId::random::<AudioSink>();
|
|
let config = AudioToPlay {
|
|
settings: PlaybackSettings::ONCE,
|
|
sink_handle: id,
|
|
source_handle: audio_source,
|
|
spatial: None,
|
|
};
|
|
self.queue.write().push_back(config);
|
|
Handle::<AudioSink>::weak(id)
|
|
}
|
|
|
|
/// Play audio from a [`Handle`] to the audio source with [`PlaybackSettings`] that
|
|
/// allows looping or changing volume from the start.
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::system::Res;
|
|
/// # use bevy_asset::AssetServer;
|
|
/// # use bevy_audio::Audio;
|
|
/// # use bevy_audio::PlaybackSettings;
|
|
/// fn play_audio_system(asset_server: Res<AssetServer>, audio: Res<Audio>) {
|
|
/// audio.play_with_settings(
|
|
/// asset_server.load("my_sound.ogg"),
|
|
/// PlaybackSettings::LOOP.with_volume(0.75),
|
|
/// );
|
|
/// }
|
|
/// ```
|
|
///
|
|
/// See [`Self::play`] on how to control playback once it's started.
|
|
pub fn play_with_settings(
|
|
&self,
|
|
audio_source: Handle<Source>,
|
|
settings: PlaybackSettings,
|
|
) -> Handle<AudioSink> {
|
|
let id = HandleId::random::<AudioSink>();
|
|
let config = AudioToPlay {
|
|
settings,
|
|
sink_handle: id,
|
|
source_handle: audio_source,
|
|
spatial: None,
|
|
};
|
|
self.queue.write().push_back(config);
|
|
Handle::<AudioSink>::weak(id)
|
|
}
|
|
|
|
/// Play audio from a [`Handle`] to the audio source, placing the listener at the given
|
|
/// transform, an ear on each side separated by `gap`. The audio emitter will placed at
|
|
/// `emitter`.
|
|
///
|
|
/// `bevy_audio` is not using HRTF for spatial audio, but is transforming the sound to a mono
|
|
/// track, and then changing the level of each stereo channel according to the distance between
|
|
/// the emitter and each ear by amplifying the difference between what the two ears hear.
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::system::Res;
|
|
/// # use bevy_asset::AssetServer;
|
|
/// # use bevy_audio::Audio;
|
|
/// # use bevy_math::Vec3;
|
|
/// # use bevy_transform::prelude::Transform;
|
|
/// fn play_spatial_audio_system(asset_server: Res<AssetServer>, audio: Res<Audio>) {
|
|
/// // Sound will be to the left and behind the listener
|
|
/// audio.play_spatial(
|
|
/// asset_server.load("my_sound.ogg"),
|
|
/// Transform::IDENTITY,
|
|
/// 1.0,
|
|
/// Vec3::new(-2.0, 0.0, 1.0),
|
|
/// );
|
|
/// }
|
|
/// ```
|
|
///
|
|
/// Returns a weak [`Handle`] to the [`SpatialAudioSink`]. If this handle isn't changed to a
|
|
/// strong one, the sink will be detached and the sound will continue playing. Changing it
|
|
/// to a strong handle allows you to control the playback, or move the listener and emitter
|
|
/// through the [`SpatialAudioSink`] asset.
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::system::Res;
|
|
/// # use bevy_asset::{AssetServer, Assets};
|
|
/// # use bevy_audio::{Audio, SpatialAudioSink};
|
|
/// # use bevy_math::Vec3;
|
|
/// # use bevy_transform::prelude::Transform;
|
|
/// fn play_spatial_audio_system(
|
|
/// asset_server: Res<AssetServer>,
|
|
/// audio: Res<Audio>,
|
|
/// spatial_audio_sinks: Res<Assets<SpatialAudioSink>>,
|
|
/// ) {
|
|
/// // This is a weak handle, and can't be used to control playback.
|
|
/// let weak_handle = audio.play_spatial(
|
|
/// asset_server.load("my_sound.ogg"),
|
|
/// Transform::IDENTITY,
|
|
/// 1.0,
|
|
/// Vec3::new(-2.0, 0.0, 1.0),
|
|
/// );
|
|
/// // This is now a strong handle, and can be used to control playback, or move the emitter.
|
|
/// let strong_handle = spatial_audio_sinks.get_handle(weak_handle);
|
|
/// }
|
|
/// ```
|
|
pub fn play_spatial(
|
|
&self,
|
|
audio_source: Handle<Source>,
|
|
listener: Transform,
|
|
gap: f32,
|
|
emitter: Vec3,
|
|
) -> Handle<SpatialAudioSink> {
|
|
let id = HandleId::random::<SpatialAudioSink>();
|
|
let config = AudioToPlay {
|
|
settings: PlaybackSettings::ONCE,
|
|
sink_handle: id,
|
|
source_handle: audio_source,
|
|
spatial: Some(SpatialSettings {
|
|
left_ear: (listener.translation + listener.left() * gap / 2.0).to_array(),
|
|
right_ear: (listener.translation + listener.right() * gap / 2.0).to_array(),
|
|
emitter: emitter.to_array(),
|
|
}),
|
|
};
|
|
self.queue.write().push_back(config);
|
|
Handle::<SpatialAudioSink>::weak(id)
|
|
}
|
|
|
|
/// Play spatial audio from a [`Handle`] to the audio source with [`PlaybackSettings`] that
|
|
/// allows looping or changing volume from the start. The listener is placed at the given
|
|
/// transform, an ear on each side separated by `gap`. The audio emitter is placed at
|
|
/// `emitter`.
|
|
///
|
|
/// `bevy_audio` is not using HRTF for spatial audio, but is transforming the sound to a mono
|
|
/// track, and then changing the level of each stereo channel according to the distance between
|
|
/// the emitter and each ear by amplifying the difference between what the two ears hear.
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::system::Res;
|
|
/// # use bevy_asset::AssetServer;
|
|
/// # use bevy_audio::Audio;
|
|
/// # use bevy_audio::PlaybackSettings;
|
|
/// # use bevy_math::Vec3;
|
|
/// # use bevy_transform::prelude::Transform;
|
|
/// fn play_spatial_audio_system(asset_server: Res<AssetServer>, audio: Res<Audio>) {
|
|
/// audio.play_spatial_with_settings(
|
|
/// asset_server.load("my_sound.ogg"),
|
|
/// PlaybackSettings::LOOP.with_volume(0.75),
|
|
/// Transform::IDENTITY,
|
|
/// 1.0,
|
|
/// Vec3::new(-2.0, 0.0, 1.0),
|
|
/// );
|
|
/// }
|
|
/// ```
|
|
///
|
|
/// See [`Self::play_spatial`] on how to control playback once it's started, or how to move
|
|
/// the listener or the emitter.
|
|
pub fn play_spatial_with_settings(
|
|
&self,
|
|
audio_source: Handle<Source>,
|
|
settings: PlaybackSettings,
|
|
listener: Transform,
|
|
gap: f32,
|
|
emitter: Vec3,
|
|
) -> Handle<SpatialAudioSink> {
|
|
let id = HandleId::random::<SpatialAudioSink>();
|
|
let config = AudioToPlay {
|
|
settings,
|
|
sink_handle: id,
|
|
source_handle: audio_source,
|
|
spatial: Some(SpatialSettings {
|
|
left_ear: (listener.translation + listener.left() * gap / 2.0).to_array(),
|
|
right_ear: (listener.translation + listener.right() * gap / 2.0).to_array(),
|
|
emitter: emitter.to_array(),
|
|
}),
|
|
};
|
|
self.queue.write().push_back(config);
|
|
Handle::<SpatialAudioSink>::weak(id)
|
|
}
|
|
}
|
|
|
|
/// Settings to control playback from the start.
|
|
#[derive(Clone, Copy, Debug)]
|
|
pub struct PlaybackSettings {
|
|
/// Play in repeat
|
|
pub repeat: bool,
|
|
/// Volume to play at.
|
|
pub volume: f32,
|
|
/// Speed to play at.
|
|
pub speed: f32,
|
|
}
|
|
|
|
impl Default for PlaybackSettings {
|
|
fn default() -> Self {
|
|
Self::ONCE
|
|
}
|
|
}
|
|
|
|
impl PlaybackSettings {
|
|
/// Will play the associate audio source once.
|
|
pub const ONCE: PlaybackSettings = PlaybackSettings {
|
|
repeat: false,
|
|
volume: 1.0,
|
|
speed: 1.0,
|
|
};
|
|
|
|
/// Will play the associate audio source in a loop.
|
|
pub const LOOP: PlaybackSettings = PlaybackSettings {
|
|
repeat: true,
|
|
volume: 1.0,
|
|
speed: 1.0,
|
|
};
|
|
|
|
/// Helper to set the volume from start of playback.
|
|
pub const fn with_volume(mut self, volume: f32) -> Self {
|
|
self.volume = volume;
|
|
self
|
|
}
|
|
|
|
/// Helper to set the speed from start of playback.
|
|
pub const fn with_speed(mut self, speed: f32) -> Self {
|
|
self.speed = speed;
|
|
self
|
|
}
|
|
}
|
|
|
|
#[derive(Clone)]
|
|
pub(crate) struct SpatialSettings {
|
|
pub(crate) left_ear: [f32; 3],
|
|
pub(crate) right_ear: [f32; 3],
|
|
pub(crate) emitter: [f32; 3],
|
|
}
|
|
|
|
#[derive(Clone)]
|
|
pub(crate) struct AudioToPlay<Source>
|
|
where
|
|
Source: Asset + Decodable,
|
|
{
|
|
pub(crate) sink_handle: HandleId,
|
|
pub(crate) source_handle: Handle<Source>,
|
|
pub(crate) settings: PlaybackSettings,
|
|
pub(crate) spatial: Option<SpatialSettings>,
|
|
}
|
|
|
|
impl<Source> fmt::Debug for AudioToPlay<Source>
|
|
where
|
|
Source: Asset + Decodable,
|
|
{
|
|
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
|
|
f.debug_struct("AudioToPlay")
|
|
.field("sink_handle", &self.sink_handle)
|
|
.field("source_handle", &self.source_handle)
|
|
.field("settings", &self.settings)
|
|
.finish()
|
|
}
|
|
}
|