bevy/examples/audio/spatial_audio_2d.rs
Pablo Reinhardt d96a9d15f6
Migrate from Query::single and friends to Single (#15872)
# Objective

- closes #15866

## Solution

- Simply migrate where possible.

## Testing

- Expect that CI will do most of the work. Examples is another way of
testing this, as most of the work is in that area.
---

## Notes
For now, this PR doesn't migrate `QueryState::single` and friends as for
now, this look like another issue. So for example, QueryBuilders that
used single or `World::query` that used single wasn't migrated. If there
is a easy way to migrate those, please let me know.

Most of the uses of `Query::single` were removed, the only other uses
that I found was related to tests of said methods, so will probably be
removed when we remove `Query::single`.
2024-10-13 20:32:06 +00:00

127 lines
3.7 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::*,
time::Stopwatch,
};
/// 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((
Mesh2d(meshes.add(Circle::new(15.0))),
MeshMaterial2d(materials.add(Color::from(BLUE))),
Transform::from_translation(Vec3::new(0.0, 50.0, 0.0)),
Emitter::default(),
AudioPlayer::<AudioSource>(asset_server.load("sounds/Windless Slopes.ogg")),
PlaybackSettings::LOOP.with_spatial(true),
));
let listener = SpatialListener::new(gap);
commands
.spawn((
Transform::default(),
Visibility::default(),
listener.clone(),
))
.with_children(|parent| {
// left ear
parent.spawn((
Sprite::from_color(RED, Vec2::splat(20.0)),
Transform::from_xyz(-gap / 2.0, 0.0, 0.0),
));
// right ear
parent.spawn((
Sprite::from_color(LIME, Vec2::splat(20.0)),
Transform::from_xyz(gap / 2.0, 0.0, 0.0),
));
});
// example instructions
commands.spawn((
Text::new("Up/Down/Left/Right: Move Listener\nSpace: Toggle Emitter Movement"),
Style {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
// camera
commands.spawn(Camera2d);
}
#[derive(Component, Default)]
struct Emitter {
stopwatch: Stopwatch,
}
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) {
if emitter.stopwatch.paused() {
emitter.stopwatch.unpause();
} else {
emitter.stopwatch.pause();
}
}
emitter.stopwatch.tick(time.delta());
if !emitter.stopwatch.paused() {
emitter_transform.translation.x = ops::sin(emitter.stopwatch.elapsed_secs()) * 500.0;
}
}
}
fn update_listener(
keyboard: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
mut listener: Single<&mut Transform, With<SpatialListener>>,
) {
let speed = 200.;
if keyboard.pressed(KeyCode::ArrowRight) {
listener.translation.x += speed * time.delta_seconds();
}
if keyboard.pressed(KeyCode::ArrowLeft) {
listener.translation.x -= speed * time.delta_seconds();
}
if keyboard.pressed(KeyCode::ArrowUp) {
listener.translation.y += speed * time.delta_seconds();
}
if keyboard.pressed(KeyCode::ArrowDown) {
listener.translation.y -= speed * time.delta_seconds();
}
}