bevy/examples/audio/spatial_audio_3d.rs
François ca1802b774 Basic spatial audio (#6028)
# 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
2023-02-20 15:31:07 +00:00

98 lines
2.8 KiB
Rust

//! This example illustrates how to load and play an audio file, and control where the sounds seems to come from.
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(update_positions)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
audio: Res<Audio>,
audio_sinks: Res<Assets<SpatialAudioSink>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Space between the two ears
let gap = 4.0;
let music = asset_server.load("sounds/Windless Slopes.ogg");
let handle = audio_sinks.get_handle(audio.play_spatial_with_settings(
music,
PlaybackSettings::LOOP,
Transform::IDENTITY,
gap,
Vec3::ZERO,
));
commands.insert_resource(AudioController(handle));
// left ear
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 0.2 })),
material: materials.add(Color::RED.into()),
transform: Transform::from_xyz(-gap / 2.0, 0.0, 0.0),
..default()
});
// right ear
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 0.2 })),
material: materials.add(Color::GREEN.into()),
transform: Transform::from_xyz(gap / 2.0, 0.0, 0.0),
..default()
});
// sound emitter
commands.spawn((
PbrBundle {
mesh: meshes.add(Mesh::from(shape::UVSphere {
radius: 0.2,
..default()
})),
material: materials.add(Color::BLUE.into()),
transform: Transform::from_xyz(0.0, 0.0, 0.0),
..default()
},
Emitter,
));
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 1500.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
#[derive(Component)]
struct Emitter;
#[derive(Resource)]
struct AudioController(Handle<SpatialAudioSink>);
fn update_positions(
audio_sinks: Res<Assets<SpatialAudioSink>>,
music_controller: Res<AudioController>,
time: Res<Time>,
mut emitter: Query<&mut Transform, With<Emitter>>,
) {
if let Some(sink) = audio_sinks.get(&music_controller.0) {
let mut emitter_transform = emitter.single_mut();
emitter_transform.translation.x = time.elapsed_seconds().sin() * 3.0;
emitter_transform.translation.z = time.elapsed_seconds().cos() * 3.0;
sink.set_emitter_position(emitter_transform.translation);
}
}