fb4c21e3e6
# Objective Improve the `bevy_audio` API to make it more user-friendly and ECS-idiomatic. This PR is a first-pass at addressing some of the most obvious (to me) problems. In the interest of keeping the scope small, further improvements can be done in future PRs. The current `bevy_audio` API is very clunky to work with, due to how it (ab)uses bevy assets to represent audio sinks. The user needs to write a lot of boilerplate (accessing `Res<Assets<AudioSink>>`) and deal with a lot of cognitive overhead (worry about strong vs. weak handles, etc.) in order to control audio playback. Audio playback is initiated via a centralized `Audio` resource, which makes it difficult to keep track of many different sounds playing in a typical game. Further, everything carries a generic type parameter for the sound source type, making it difficult to mix custom sound sources (such as procedurally generated audio or unofficial formats) with regular audio assets. Let's fix these issues. ## Solution Refactor `bevy_audio` to a more idiomatic ECS API. Remove the `Audio` resource. Do everything via entities and components instead. Audio playback data is now stored in components: - `PlaybackSettings`, `SpatialSettings`, `Handle<AudioSource>` are now components. The user inserts them to tell Bevy to play a sound and configure the initial playback parameters. - `AudioSink`, `SpatialAudioSink` are now components instead of special magical "asset" types. They are inserted by Bevy when it actually begins playing the sound, and can be queried for by the user in order to control the sound during playback. Bundles: `AudioBundle` and `SpatialAudioBundle` are available to make it easy for users to play sounds. Spawn an entity with one of these bundles (or insert them to a complex entity alongside other stuff) to play a sound. Each entity represents a sound to be played. There is also a new "auto-despawn" feature (activated using `PlaybackSettings`), which, if enabled, tells Bevy to despawn entities when the sink playback finishes. This allows for "fire-and-forget" sound playback. Users can simply spawn entities whenever they want to play sounds and not have to worry about leaking memory. ## Unsolved Questions I think the current design is *fine*. I'd be happy for it to be merged. It has some possibly-surprising usability pitfalls, but I think it is still much better than the old `bevy_audio`. Here are some discussion questions for things that we could further improve. I'm undecided on these questions, which is why I didn't implement them. We should decide which of these should be addressed in this PR, and what should be left for future PRs. Or if they should be addressed at all. ### What happens when sounds start playing? Currently, the audio sink components are inserted and the bundle components are kept. Should Bevy remove the bundle components? Something else? The current design allows an entity to be reused for playing the same sound with the same parameters repeatedly. This is a niche use case I'd like to be supported, but if we have to give it up for a simpler design, I'd be fine with that. ### What happens if users remove any of the components themselves? As described above, currently, entities can be reused. Removing the audio sink causes it to be "detached" (I kept the old `Drop` impl), so the sound keeps playing. However, if the audio bundle components are not removed, Bevy will detect this entity as a "queued" sound entity again (has the bundle compoenents, without a sink component), just like before playing the sound the first time, and start playing the sound again. This behavior might be surprising? Should we do something different? ### Should mutations to `PlaybackSettings` be applied to the audio sink? We currently do not do that. `PlaybackSettings` is just for the initial settings when the sound starts playing. This is clearly documented. Do we want to keep this behavior, or do we want to allow users to use `PlaybackSettings` instead of `AudioSink`/`SpatialAudioSink` to control sounds during playback too? I think I prefer for them to be kept separate. It is not a bad mental model once you understand it, and it is documented. ### Should `AudioSink` and `SpatialAudioSink` be unified into a single component type? They provide a similar API (via the `AudioSinkPlayback` trait) and it might be annoying for users to have to deal with both of them. The unification could be done using an enum that is matched on internally by the methods. Spatial audio has extra features, so this might make it harder to access. I think we shouldn't. ### Automatic synchronization of spatial sound properties from Transforms? Should Bevy automatically apply changes to Transforms to spatial audio entities? How do we distinguish between listener and emitter? Which one does the transform represent? Where should the other one come from? Alternatively, leave this problem for now, and address it in a future PR. Or do nothing, and let users deal with it, as shown in the `spatial_audio_2d` and `spatial_audio_3d` examples. --- ## Changelog Added: - `AudioBundle`/`SpatialAudioBundle`, add them to entities to play sounds. Removed: - The `Audio` resource. - `AudioOutput` is no longer `pub`. Changed: - `AudioSink`, `SpatialAudioSink` are now components instead of assets. ## Migration Guide // TODO: write a more detailed migration guide, after the "unsolved questions" are answered and this PR is finalized. Before: ```rust /// Need to store handles somewhere #[derive(Resource)] struct MyMusic { sink: Handle<AudioSink>, } fn play_music( asset_server: Res<AssetServer>, audio: Res<Audio>, audio_sinks: Res<Assets<AudioSink>>, mut commands: Commands, ) { let weak_handle = audio.play_with_settings( asset_server.load("music.ogg"), PlaybackSettings::LOOP.with_volume(0.5), ); // upgrade to strong handle and store it commands.insert_resource(MyMusic { sink: audio_sinks.get_handle(weak_handle), }); } fn toggle_pause_music( audio_sinks: Res<Assets<AudioSink>>, mymusic: Option<Res<MyMusic>>, ) { if let Some(mymusic) = &mymusic { if let Some(sink) = audio_sinks.get(&mymusic.sink) { sink.toggle(); } } } ``` Now: ```rust /// Marker component for our music entity #[derive(Component)] struct MyMusic; fn play_music( mut commands: Commands, asset_server: Res<AssetServer>, ) { commands.spawn(( AudioBundle::from_audio_source(asset_server.load("music.ogg")) .with_settings(PlaybackSettings::LOOP.with_volume(0.5)), MyMusic, )); } fn toggle_pause_music( // `AudioSink` will be inserted by Bevy when the audio starts playing query_music: Query<&AudioSink, With<MyMusic>>, ) { if let Ok(sink) = query.get_single() { sink.toggle(); } } ``` |
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README.md | ||
rustfmt.toml |
What is Bevy?
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
WARNING
Bevy is still in the early stages of development. Important features are missing. Documentation is sparse. A new version of Bevy containing breaking changes to the API is released approximately once every 3 months. We provide migration guides, but we can't guarantee migrations will always be easy. Use only if you are willing to work in this environment.
MSRV: Bevy relies heavily on improvements in the Rust language and compiler. As a result, the Minimum Supported Rust Version (MSRV) is generally close to "the latest stable release" of Rust.
Design Goals
- Capable: Offer a complete 2D and 3D feature set
- Simple: Easy for newbies to pick up, but infinitely flexible for power users
- Data Focused: Data-oriented architecture using the Entity Component System paradigm
- Modular: Use only what you need. Replace what you don't like
- Fast: App logic should run quickly, and when possible, in parallel
- Productive: Changes should compile quickly ... waiting isn't fun
About
- Features: A quick overview of Bevy's features.
- News: A development blog that covers our progress, plans and shiny new features.
Docs
- The Bevy Book: Bevy's official documentation. The best place to start learning Bevy.
- Bevy Rust API Docs: Bevy's Rust API docs, which are automatically generated from the doc comments in this repo.
- Official Examples: Bevy's dedicated, runnable examples, which are great for digging into specific concepts.
- Community-Made Learning Resources: More tutorials, documentation, and examples made by the Bevy community.
Community
Before contributing or participating in discussions with the community, you should familiarize yourself with our Code of Conduct.
- Discord: Bevy's official discord server.
- Reddit: Bevy's official subreddit.
- GitHub Discussions: The best place for questions about Bevy, answered right here!
- Bevy Assets: A collection of awesome Bevy projects, tools, plugins and learning materials.
If you'd like to help build Bevy, check out the Contributor's Guide. For simple problems, feel free to open an issue or PR and tackle it yourself!
For more complex architecture decisions and experimental mad science, please open an RFC (Request For Comments) so we can brainstorm together effectively!
Getting Started
We recommend checking out The Bevy Book for a full tutorial.
Follow the Setup guide to ensure your development environment is set up correctly. Once set up, you can quickly try out the examples by cloning this repo and running the following commands:
# Switch to the correct version (latest release, default is main development branch)
git checkout latest
# Runs the "breakout" example
cargo run --example breakout
To draw a window with standard functionality enabled, use:
use bevy::prelude::*;
fn main(){
App::new()
.add_plugins(DefaultPlugins)
.run();
}
Fast Compiles
Bevy can be built just fine using default configuration on stable Rust. However for really fast iterative compiles, you should enable the "fast compiles" setup by following the instructions here.
Libraries Used
Bevy is only possible because of the hard work put into these foundational technologies:
- wgpu: modern / low-level / cross-platform graphics library inspired by Vulkan
- glam-rs: a simple and fast 3D math library for games and graphics
- winit: cross-platform window creation and management in Rust
Bevy Cargo Features
This list outlines the different cargo features supported by Bevy. These allow you to customize the Bevy feature set for your use-case.
Third Party Plugins
Plugins are very welcome to extend Bevy's features. Guidelines are available to help integration and usage.
Thanks and Alternatives
Additionally, we would like to thank the Amethyst, macroquad, coffee, ggez, Fyrox, and Piston projects for providing solid examples of game engine development in Rust. If you are looking for a Rust game engine, it is worth considering all of your options. Each engine has different design goals, and some will likely resonate with you more than others.
This project is tested with BrowserStack.
License
Bevy is free, open source and permissively licensed! Except where noted (below and/or in individual files), all code in this repository is dual-licensed under either:
- MIT License (LICENSE-MIT or http://opensource.org/licenses/MIT)
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.
Some of the engine's code carries additional copyright notices and license terms due to their external origins.
These are generally BSD-like, but exact details vary by crate:
If the README of a crate contains a 'License' header (or similar), the additional copyright notices and license terms applicable to that crate will be listed.
The above licensing requirement still applies to contributions to those crates, and sections of those crates will carry those license terms.
The license field of each crate will also reflect this.
For example, bevy_mikktspace
has code under the Zlib license (as well as a copyright notice when choosing the MIT license).
The assets included in this repository (for our examples) typically fall under different open licenses. These will not be included in your game (unless copied in by you), and they are not distributed in the published bevy crates. See CREDITS.md for the details of the licenses of those files.
Your contributions
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.