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spatial_audio_2d.rs
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spatial_audio_2d.rs
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//! This example illustrates how to load and play an audio file, and control where the sounds seems to come from.
use bevy::{prelude::*, sprite::MaterialMesh2dBundle};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, update_positions)
.run();
}
/// 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 = 100.0;
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((
MaterialMesh2dBundle {
mesh: meshes.add(shape::Circle::new(15.0).into()).into(),
material: materials.add(ColorMaterial::from(Color::BLUE)),
transform: Transform::from_translation(Vec3::new(0.0, 50.0, 0.0)),
..default()
},
Emitter,
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(Transform::IDENTITY, gap / AUDIO_SCALE, Vec3::ZERO),
},
));
// left ear
commands.spawn(SpriteBundle {
sprite: Sprite {
color: Color::RED,
custom_size: Some(Vec2::splat(20.0)),
..default()
},
transform: Transform::from_xyz(-gap / 2.0, 0.0, 0.0),
..default()
});
// right ear
commands.spawn(SpriteBundle {
sprite: Sprite {
color: Color::GREEN,
custom_size: Some(Vec2::splat(20.0)),
..default()
},
transform: Transform::from_xyz(gap / 2.0, 0.0, 0.0),
..default()
});
// camera
commands.spawn(Camera2dBundle::default());
}
#[derive(Component)]
struct Emitter;
fn update_positions(
time: Res<Time>,
mut emitters: Query<(&mut Transform, Option<&SpatialAudioSink>), With<Emitter>>,
) {
for (mut emitter_transform, sink) in emitters.iter_mut() {
emitter_transform.translation.x = time.elapsed_seconds().sin() * 500.0;
if let Some(sink) = &sink {
sink.set_emitter_position(emitter_transform.translation / AUDIO_SCALE);
}
}
}