mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
aefe1f0739
Co-authored-by: Mike <mike.hsu@gmail.com>
98 lines
2.8 KiB
Rust
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.
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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_positions)
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.run();
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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audio: Res<Audio>,
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audio_sinks: Res<Assets<SpatialAudioSink>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// Space between the two ears
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let gap = 4.0;
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let music = asset_server.load("sounds/Windless Slopes.ogg");
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let handle = audio_sinks.get_handle(audio.play_spatial_with_settings(
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music,
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PlaybackSettings::LOOP,
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Transform::IDENTITY,
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gap,
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Vec3::ZERO,
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));
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commands.insert_resource(AudioController(handle));
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// left ear
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 0.2 })),
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material: materials.add(Color::RED.into()),
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transform: Transform::from_xyz(-gap / 2.0, 0.0, 0.0),
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..default()
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});
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// right ear
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commands.spawn(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 0.2 })),
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material: materials.add(Color::GREEN.into()),
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transform: Transform::from_xyz(gap / 2.0, 0.0, 0.0),
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..default()
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});
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// sound emitter
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Mesh::from(shape::UVSphere {
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radius: 0.2,
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..default()
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})),
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material: materials.add(Color::BLUE.into()),
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transform: Transform::from_xyz(0.0, 0.0, 0.0),
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..default()
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},
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Emitter,
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));
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// light
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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intensity: 1500.0,
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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});
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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#[derive(Component)]
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struct Emitter;
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#[derive(Resource)]
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struct AudioController(Handle<SpatialAudioSink>);
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fn update_positions(
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audio_sinks: Res<Assets<SpatialAudioSink>>,
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music_controller: Res<AudioController>,
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time: Res<Time>,
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mut emitter: Query<&mut Transform, With<Emitter>>,
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) {
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if let Some(sink) = audio_sinks.get(&music_controller.0) {
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let mut emitter_transform = emitter.single_mut();
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emitter_transform.translation.x = time.elapsed_seconds().sin() * 3.0;
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emitter_transform.translation.z = time.elapsed_seconds().cos() * 3.0;
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sink.set_emitter_position(emitter_transform.translation);
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}
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}
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