bevy/examples/audio/spatial_audio_2d.rs
Alice Cecile 599e5e4e76
Migrate from LegacyColor to bevy_color::Color (#12163)
# Objective

- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes #12056.

## Solution

I've chosen to use the polymorphic `Color` type as our standard
user-facing API.

- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes

Incidental improvements to ease migration:

- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`

## Migration Guide

Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.

These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.

TODO...

- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00

140 lines
4.1 KiB
Rust

//! This example illustrates how to load and play an audio file, and control where the sounds seems to come from.
use bevy::{
audio::{AudioPlugin, SpatialScale},
color::palettes::css::*,
prelude::*,
sprite::MaterialMesh2dBundle,
};
/// Spatial audio uses the distance to attenuate the sound volume. In 2D with the default camera,
/// 1 pixel is 1 unit of distance, so we use a scale so that 100 pixels is 1 unit of distance for
/// audio.
const AUDIO_SCALE: f32 = 1. / 100.0;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(AudioPlugin {
default_spatial_scale: SpatialScale::new_2d(AUDIO_SCALE),
..default()
}))
.add_systems(Startup, setup)
.add_systems(Update, update_emitters)
.add_systems(Update, update_listener)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
asset_server: Res<AssetServer>,
) {
// Space between the two ears
let gap = 400.0;
// sound emitter
commands.spawn((
MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(15.0)).into(),
material: materials.add(Color::from(BLUE)),
transform: Transform::from_translation(Vec3::new(0.0, 50.0, 0.0)),
..default()
},
Emitter::default(),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
let listener = SpatialListener::new(gap);
commands
.spawn((SpatialBundle::default(), listener.clone()))
.with_children(|parent| {
// left ear
parent.spawn(SpriteBundle {
sprite: Sprite {
color: RED.into(),
custom_size: Some(Vec2::splat(20.0)),
..default()
},
transform: Transform::from_xyz(-gap / 2.0, 0.0, 0.0),
..default()
});
// right ear
parent.spawn(SpriteBundle {
sprite: Sprite {
color: GREEN.into(),
custom_size: Some(Vec2::splat(20.0)),
..default()
},
transform: Transform::from_xyz(gap / 2.0, 0.0, 0.0),
..default()
});
});
// example instructions
commands.spawn(
TextBundle::from_section(
"Up/Down/Left/Right: Move Listener\nSpace: Toggle Emitter Movement",
TextStyle {
font_size: 20.0,
..default()
},
)
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
// camera
commands.spawn(Camera2dBundle::default());
}
#[derive(Component, Default)]
struct Emitter {
stopped: bool,
}
fn update_emitters(
time: Res<Time>,
mut emitters: Query<(&mut Transform, &mut Emitter), With<Emitter>>,
keyboard: Res<ButtonInput<KeyCode>>,
) {
for (mut emitter_transform, mut emitter) in emitters.iter_mut() {
if keyboard.just_pressed(KeyCode::Space) {
emitter.stopped = !emitter.stopped;
}
if !emitter.stopped {
emitter_transform.translation.x = time.elapsed_seconds().sin() * 500.0;
}
}
}
fn update_listener(
keyboard: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
mut listeners: Query<&mut Transform, With<SpatialListener>>,
) {
let mut transform = listeners.single_mut();
let speed = 200.;
if keyboard.pressed(KeyCode::ArrowRight) {
transform.translation.x += speed * time.delta_seconds();
}
if keyboard.pressed(KeyCode::ArrowLeft) {
transform.translation.x -= speed * time.delta_seconds();
}
if keyboard.pressed(KeyCode::ArrowUp) {
transform.translation.y += speed * time.delta_seconds();
}
if keyboard.pressed(KeyCode::ArrowDown) {
transform.translation.y -= speed * time.delta_seconds();
}
}