bevy/crates/bevy_audio/src/lib.rs
Ame 72c51cdab9
Make feature(doc_auto_cfg) work (#12642)
# Objective

- In #12366 `![cfg_attr(docsrs, feature(doc_auto_cfg))] `was added. But
to apply it it needs `--cfg=docsrs` in rustdoc-args.


## Solution

- Apply `--cfg=docsrs` to all crates and CI.

I also added `[package.metadata.docs.rs]` to all crates to avoid adding
code behind a feature and forget adding the metadata.

Before:

![Screenshot 2024-03-22 at 00 51
57](https://github.com/bevyengine/bevy/assets/104745335/6a9dfdaa-8710-4784-852b-5f9b74e3522c)

After:
![Screenshot 2024-03-22 at 00 51
32](https://github.com/bevyengine/bevy/assets/104745335/c5bd6d8e-8ddb-45b3-b844-5ecf9f88961c)
2024-03-23 02:22:52 +00:00

117 lines
3.6 KiB
Rust

#![forbid(unsafe_code)]
#![cfg_attr(docsrs, feature(doc_auto_cfg))]
//! Audio support for the game engine Bevy
//!
//! ```no_run
//! # use bevy_ecs::prelude::*;
//! # use bevy_audio::{AudioBundle, AudioPlugin, PlaybackSettings};
//! # use bevy_asset::{AssetPlugin, AssetServer};
//! # use bevy_app::{App, AppExit, NoopPluginGroup as MinimalPlugins, Startup};
//! fn main() {
//! App::new()
//! .add_plugins((MinimalPlugins, AssetPlugin::default(), AudioPlugin::default()))
//! .add_systems(Startup, play_background_audio)
//! .run();
//! }
//!
//! fn play_background_audio(asset_server: Res<AssetServer>, mut commands: Commands) {
//! commands.spawn(AudioBundle {
//! source: asset_server.load("background_audio.ogg"),
//! settings: PlaybackSettings::LOOP,
//! });
//! }
//! ```
mod audio;
mod audio_output;
mod audio_source;
mod pitch;
mod sinks;
#[allow(missing_docs)]
pub mod prelude {
#[doc(hidden)]
pub use crate::{
AudioBundle, AudioSink, AudioSinkPlayback, AudioSource, AudioSourceBundle, Decodable,
GlobalVolume, Pitch, PitchBundle, PlaybackSettings, SpatialAudioSink, SpatialListener,
};
}
pub use audio::*;
pub use audio_source::*;
pub use pitch::*;
pub use rodio::cpal::Sample as CpalSample;
pub use rodio::source::Source;
pub use rodio::Sample;
pub use sinks::*;
use bevy_app::prelude::*;
use bevy_asset::{Asset, AssetApp};
use bevy_ecs::prelude::*;
use bevy_transform::TransformSystem;
use audio_output::*;
/// Set for the audio playback systems, so they can share a run condition
#[derive(SystemSet, Debug, Default, Clone, Copy, PartialEq, Eq, Hash)]
struct AudioPlaySet;
/// Adds support for audio playback to a Bevy Application
///
/// Insert an [`AudioBundle`] onto your entities to play audio.
#[derive(Default)]
pub struct AudioPlugin {
/// The global volume for all audio entities.
pub global_volume: GlobalVolume,
/// The scale factor applied to the positions of audio sources and listeners for
/// spatial audio.
pub default_spatial_scale: SpatialScale,
}
impl Plugin for AudioPlugin {
fn build(&self, app: &mut App) {
app.register_type::<Volume>()
.register_type::<GlobalVolume>()
.register_type::<SpatialListener>()
.register_type::<DefaultSpatialScale>()
.register_type::<PlaybackMode>()
.register_type::<PlaybackSettings>()
.insert_resource(self.global_volume)
.insert_resource(DefaultSpatialScale(self.default_spatial_scale))
.configure_sets(
PostUpdate,
AudioPlaySet
.run_if(audio_output_available)
.after(TransformSystem::TransformPropagate), // For spatial audio transforms
)
.add_systems(
PostUpdate,
(update_emitter_positions, update_listener_positions).in_set(AudioPlaySet),
)
.init_resource::<AudioOutput>();
#[cfg(any(feature = "mp3", feature = "flac", feature = "wav", feature = "vorbis"))]
{
app.add_audio_source::<AudioSource>();
app.init_asset_loader::<AudioLoader>();
}
app.add_audio_source::<Pitch>();
}
}
impl AddAudioSource for App {
fn add_audio_source<T>(&mut self) -> &mut Self
where
T: Decodable + Asset,
f32: rodio::cpal::FromSample<T::DecoderItem>,
{
self.init_asset::<T>().add_systems(
PostUpdate,
(play_queued_audio_system::<T>, cleanup_finished_audio::<T>).in_set(AudioPlaySet),
);
self
}
}