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https://github.com/bevyengine/bevy
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29508f065f
# Objective - Fixes #15236 ## Solution - Use bevy_math::ops instead of std floating point operations. ## Testing - Did you test these changes? If so, how? Unit tests and `cargo run -p ci -- test` - How can other people (reviewers) test your changes? Is there anything specific they need to know? Execute `cargo run -p ci -- test` on Windows. - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? Windows ## Migration Guide - Not a breaking change - Projects should use bevy math where applicable --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: IQuick 143 <IQuick143cz@gmail.com> Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
55 lines
1.5 KiB
Rust
55 lines
1.5 KiB
Rust
//! This example illustrates how to load and play an audio file, and control how it's played.
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use bevy::math::ops;
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, (update_speed, pause, volume))
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn((
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AudioBundle {
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source: asset_server.load("sounds/Windless Slopes.ogg"),
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..default()
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},
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MyMusic,
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));
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}
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#[derive(Component)]
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struct MyMusic;
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fn update_speed(music_controller: Query<&AudioSink, With<MyMusic>>, time: Res<Time>) {
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if let Ok(sink) = music_controller.get_single() {
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sink.set_speed((ops::sin(time.elapsed_seconds() / 5.0) + 1.0).max(0.1));
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}
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}
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fn pause(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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music_controller: Query<&AudioSink, With<MyMusic>>,
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) {
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if keyboard_input.just_pressed(KeyCode::Space) {
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if let Ok(sink) = music_controller.get_single() {
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sink.toggle();
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}
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}
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}
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fn volume(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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music_controller: Query<&AudioSink, With<MyMusic>>,
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) {
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if let Ok(sink) = music_controller.get_single() {
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if keyboard_input.just_pressed(KeyCode::Equal) {
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sink.set_volume(sink.volume() + 0.1);
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} else if keyboard_input.just_pressed(KeyCode::Minus) {
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sink.set_volume(sink.volume() - 0.1);
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}
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}
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}
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