mirror of
https://github.com/bevyengine/bevy
synced 2024-12-22 02:53:07 +00:00
6ec6a55645
# Objective
- Crate-level prelude modules, such as `bevy_ecs::prelude`, are plagued
with inconsistency! Let's fix it!
## Solution
Format all preludes based on the following rules:
1. All preludes should have brief documentation in the format of:
> The _name_ prelude.
>
> This includes the most common types in this crate, re-exported for
your convenience.
2. All documentation should be outer, not inner. (`///` instead of
`//!`.)
3. No prelude modules should be annotated with `#[doc(hidden)]`. (Items
within them may, though I'm not sure why this was done.)
## Testing
- I manually searched for the term `mod prelude` and updated all
occurrences by hand. 🫠
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
123 lines
3.8 KiB
Rust
123 lines
3.8 KiB
Rust
#![forbid(unsafe_code)]
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#![cfg_attr(docsrs, feature(doc_auto_cfg))]
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#![doc(
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html_logo_url = "https://bevyengine.org/assets/icon.png",
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html_favicon_url = "https://bevyengine.org/assets/icon.png"
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)]
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//! Audio support for the game engine Bevy
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//!
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//! ```no_run
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//! # use bevy_ecs::prelude::*;
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//! # use bevy_audio::{AudioBundle, AudioPlugin, PlaybackSettings};
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//! # use bevy_asset::{AssetPlugin, AssetServer};
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//! # use bevy_app::{App, AppExit, NoopPluginGroup as MinimalPlugins, Startup};
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//! fn main() {
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//! App::new()
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//! .add_plugins((MinimalPlugins, AssetPlugin::default(), AudioPlugin::default()))
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//! .add_systems(Startup, play_background_audio)
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//! .run();
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//! }
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//!
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//! fn play_background_audio(asset_server: Res<AssetServer>, mut commands: Commands) {
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//! commands.spawn(AudioBundle {
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//! source: asset_server.load("background_audio.ogg"),
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//! settings: PlaybackSettings::LOOP,
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//! });
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//! }
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//! ```
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mod audio;
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mod audio_output;
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mod audio_source;
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mod pitch;
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mod sinks;
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/// The audio prelude.
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///
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/// This includes the most common types in this crate, re-exported for your convenience.
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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AudioBundle, AudioSink, AudioSinkPlayback, AudioSource, AudioSourceBundle, Decodable,
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GlobalVolume, Pitch, PitchBundle, PlaybackSettings, SpatialAudioSink, SpatialListener,
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};
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}
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pub use audio::*;
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pub use audio_source::*;
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pub use pitch::*;
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pub use rodio::cpal::Sample as CpalSample;
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pub use rodio::source::Source;
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pub use rodio::Sample;
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pub use sinks::*;
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use bevy_app::prelude::*;
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use bevy_asset::{Asset, AssetApp};
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use bevy_ecs::prelude::*;
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use bevy_transform::TransformSystem;
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use audio_output::*;
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/// Set for the audio playback systems, so they can share a run condition
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#[derive(SystemSet, Debug, Default, Clone, Copy, PartialEq, Eq, Hash)]
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struct AudioPlaySet;
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/// Adds support for audio playback to a Bevy Application
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///
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/// Insert an [`AudioBundle`] onto your entities to play audio.
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#[derive(Default)]
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pub struct AudioPlugin {
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/// The global volume for all audio entities.
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pub global_volume: GlobalVolume,
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/// The scale factor applied to the positions of audio sources and listeners for
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/// spatial audio.
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pub default_spatial_scale: SpatialScale,
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}
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impl Plugin for AudioPlugin {
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fn build(&self, app: &mut App) {
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app.register_type::<Volume>()
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.register_type::<GlobalVolume>()
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.register_type::<SpatialListener>()
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.register_type::<DefaultSpatialScale>()
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.register_type::<PlaybackMode>()
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.register_type::<PlaybackSettings>()
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.insert_resource(self.global_volume)
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.insert_resource(DefaultSpatialScale(self.default_spatial_scale))
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.configure_sets(
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PostUpdate,
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AudioPlaySet
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.run_if(audio_output_available)
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.after(TransformSystem::TransformPropagate), // For spatial audio transforms
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)
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.add_systems(
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PostUpdate,
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(update_emitter_positions, update_listener_positions).in_set(AudioPlaySet),
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)
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.init_resource::<AudioOutput>();
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#[cfg(any(feature = "mp3", feature = "flac", feature = "wav", feature = "vorbis"))]
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{
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app.add_audio_source::<AudioSource>();
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app.init_asset_loader::<AudioLoader>();
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}
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app.add_audio_source::<Pitch>();
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}
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}
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impl AddAudioSource for App {
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fn add_audio_source<T>(&mut self) -> &mut Self
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where
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T: Decodable + Asset,
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f32: rodio::cpal::FromSample<T::DecoderItem>,
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{
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self.init_asset::<T>().add_systems(
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PostUpdate,
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(play_queued_audio_system::<T>, cleanup_finished_audio::<T>).in_set(AudioPlaySet),
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);
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self
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}
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}
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