bevy/examples/audio/spatial_audio_3d.rs
Doonv dc9b486650
Change light defaults & fix light examples (#11581)
# Objective

Fix https://github.com/bevyengine/bevy/issues/11577.

## Solution

Fix the examples, add a few constants to make setting light values
easier, and change the default lighting settings to be more realistic.
(Now designed for an overcast day instead of an indoor environment)

---

I did not include any example-related changes in here.

## Changelogs (not including breaking changes)

### bevy_pbr

- Added `light_consts` module (included in prelude), which contains
common lux and lumen values for lights.
- Added `AmbientLight::NONE` constant, which is an ambient light with a
brightness of 0.
- Added non-EV100 variants for `ExposureSettings`'s EV100 constants,
which allow easier construction of an `ExposureSettings` from a EV100
constant.

## Breaking changes

### bevy_pbr

The several default lighting values were changed:

- `PointLight`'s default `intensity` is now `2000.0`
- `SpotLight`'s default `intensity` is now `2000.0`
- `DirectionalLight`'s default `illuminance` is now
`light_consts::lux::OVERCAST_DAY` (`1000.`)
- `AmbientLight`'s default `brightness` is now `20.0`
2024-02-14 20:43:10 +00:00

135 lines
4 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_systems(Startup, setup)
.add_systems(Update, update_positions)
.add_systems(Update, update_listener)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Space between the two ears
let gap = 4.0;
// sound emitter
commands.spawn((
PbrBundle {
mesh: meshes.add(Sphere::new(0.2).mesh().uv(32, 18)),
material: materials.add(Color::BLUE),
transform: Transform::from_xyz(0.0, 0.0, 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 indicator
parent.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(0.2, 0.2, 0.2)),
material: materials.add(Color::RED),
transform: Transform::from_translation(listener.left_ear_offset),
..default()
});
// right ear indicator
parent.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(0.2, 0.2, 0.2)),
material: materials.add(Color::GREEN),
transform: Transform::from_translation(listener.right_ear_offset),
..default()
});
});
// light
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
..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(Camera3dBundle {
transform: Transform::from_xyz(0.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
#[derive(Component, Default)]
struct Emitter {
stopped: bool,
}
fn update_positions(
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() * 3.0;
emitter_transform.translation.z = time.elapsed_seconds().cos() * 3.0;
}
}
}
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 = 2.;
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::ArrowDown) {
transform.translation.z += speed * time.delta_seconds();
}
if keyboard.pressed(KeyCode::ArrowUp) {
transform.translation.z -= speed * time.delta_seconds();
}
}