bevy/crates/bevy_audio/src/lib.rs
Василий Чай fb9c5a6cbb
Added Pitch as an alternative sound source (#9225)
# Objective
My attempt at implementing #7515

## Solution

Added struct `Pitch` and implemented on it `Source` trait.

## Changelog

 ### Added
- File pitch.rs to bevy_audio crate
- Struct `Pitch` and type aliases for `AudioSourceBundle<Pitch>` and
`SpatialAudioSourceBundle<Pitch>`
- New example showing how to use `PitchBundle`

### Changed
- `AudioPlugin` now adds system for `Pitch` audio

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-07-29 22:29:41 +00:00

100 lines
2.9 KiB
Rust

//! Audio support for the game engine Bevy
//!
//! ```no_run
//! # use bevy_ecs::prelude::*;
//! # use bevy_audio::{AudioBundle, AudioPlugin, PlaybackSettings};
//! # use bevy_asset::{AssetPlugin, AssetServer};
//! # use bevy_app::{App, AppExit, NoopPluginGroup as MinimalPlugins, Startup};
//! fn main() {
//! App::new()
//! .add_plugins((MinimalPlugins, AssetPlugin::default(), AudioPlugin::default()))
//! .add_systems(Startup, play_background_audio)
//! .run();
//! }
//!
//! fn play_background_audio(asset_server: Res<AssetServer>, mut commands: Commands) {
//! commands.spawn(AudioBundle {
//! source: asset_server.load("background_audio.ogg"),
//! settings: PlaybackSettings::LOOP,
//! });
//! }
//! ```
#![forbid(unsafe_code)]
#![allow(clippy::type_complexity)]
#![warn(missing_docs)]
mod audio;
mod audio_output;
mod audio_source;
mod pitch;
mod sinks;
#[allow(missing_docs)]
pub mod prelude {
#[doc(hidden)]
pub use crate::{
AudioBundle, AudioSink, AudioSinkPlayback, AudioSource, AudioSourceBundle, Decodable,
GlobalVolume, Pitch, PitchBundle, PlaybackSettings, SpatialAudioBundle, SpatialAudioSink,
SpatialAudioSourceBundle, SpatialPitchBundle, SpatialSettings,
};
}
pub use audio::*;
pub use audio_source::*;
pub use pitch::*;
pub use rodio::cpal::Sample as CpalSample;
pub use rodio::source::Source;
pub use rodio::Sample;
pub use sinks::*;
use bevy_app::prelude::*;
use bevy_asset::{AddAsset, Asset};
use bevy_ecs::prelude::*;
use audio_output::*;
/// Set for the audio playback systems, so they can share a run condition
#[derive(SystemSet, Debug, Default, Clone, Copy, PartialEq, Eq, Hash)]
struct AudioPlaySet;
/// Adds support for audio playback to a Bevy Application
///
/// Insert an [`AudioBundle`] or [`SpatialAudioBundle`] onto your entities to play audio.
#[derive(Default)]
pub struct AudioPlugin {
/// The global volume for all audio entities with a [`Volume::Relative`] volume.
pub global_volume: GlobalVolume,
}
impl Plugin for AudioPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(self.global_volume)
.configure_set(PostUpdate, AudioPlaySet.run_if(audio_output_available))
.init_resource::<AudioOutput>();
#[cfg(any(feature = "mp3", feature = "flac", feature = "wav", feature = "vorbis"))]
{
app.add_audio_source::<AudioSource>();
app.init_asset_loader::<AudioLoader>();
}
app.add_audio_source::<Pitch>();
}
}
impl AddAudioSource for App {
fn add_audio_source<T>(&mut self) -> &mut Self
where
T: Decodable + Asset,
f32: rodio::cpal::FromSample<T::DecoderItem>,
{
self.add_asset::<T>().add_systems(
PostUpdate,
play_queued_audio_system::<T>.in_set(AudioPlaySet),
);
self.add_systems(PostUpdate, cleanup_finished_audio::<T>.in_set(AudioPlaySet));
self
}
}