bevy/examples/audio/spatial_audio_2d.rs
Joona Aalto 25bfa80e60
Migrate cameras to required components (#15641)
# Objective

Yet another PR for migrating stuff to required components. This time,
cameras!

## Solution

As per the [selected
proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected),
deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d`
and `Camera3d`.

Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning,
as suggested by Cart [on
Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273).
I would personally like cameras to work a bit differently and be split
into a few more components, to avoid some footguns and confusing
semantics, but that is more controversial, and shouldn't block this core
migration.

## Testing

I ran a few 2D and 3D examples, and tried cameras with and without
render graphs.

---

## Migration Guide

`Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of
`Camera2d` and `Camera3d`. Inserting them will now also insert the other
components required by them automatically.
2024-10-05 01:59:52 +00:00

131 lines
3.9 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::*,
};
/// 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((SpatialBundle::default(), listener.clone()))
.with_children(|parent| {
// left ear
parent.spawn(SpriteBundle {
sprite: Sprite {
color: RED.into(),
custom_size: Some(Vec2::splat(20.0)),
..default()
},
transform: Transform::from_xyz(-gap / 2.0, 0.0, 0.0),
..default()
});
// right ear
parent.spawn(SpriteBundle {
sprite: Sprite {
color: LIME.into(),
custom_size: Some(Vec2::splat(20.0)),
..default()
},
transform: Transform::from_xyz(gap / 2.0, 0.0, 0.0),
..default()
});
});
// example instructions
commands.spawn(
TextBundle::from_section(
"Up/Down/Left/Right: Move Listener\nSpace: Toggle Emitter Movement",
TextStyle::default(),
)
.with_style(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 {
stopped: bool,
}
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) {
emitter.stopped = !emitter.stopped;
}
if !emitter.stopped {
emitter_transform.translation.x = ops::sin(time.elapsed_seconds()) * 500.0;
}
}
}
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 = 200.;
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::ArrowUp) {
transform.translation.y += speed * time.delta_seconds();
}
if keyboard.pressed(KeyCode::ArrowDown) {
transform.translation.y -= speed * time.delta_seconds();
}
}