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spatial_audio_3d.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::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, update_positions)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Space between the two ears
let gap = 4.0;
// sound emitter
commands.spawn((
PbrBundle {
mesh: meshes.add(Mesh::from(shape::UVSphere {
radius: 0.2,
..default()
})),
material: materials.add(Color::BLUE.into()),
transform: Transform::from_xyz(0.0, 0.0, 0.0),
..default()
},
Emitter,
SpatialAudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP,
spatial: SpatialSettings::new(Transform::IDENTITY, gap, Vec3::ZERO),
},
));
// left ear
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 0.2 })),
material: materials.add(Color::RED.into()),
transform: Transform::from_xyz(-gap / 2.0, 0.0, 0.0),
..default()
});
// right ear
commands.spawn(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 0.2 })),
material: materials.add(Color::GREEN.into()),
transform: Transform::from_xyz(gap / 2.0, 0.0, 0.0),
..default()
});
// light
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 1500.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..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() * 3.0;
emitter_transform.translation.z = time.elapsed_seconds().cos() * 3.0;
if let Some(sink) = &sink {
sink.set_emitter_position(emitter_transform.translation);
}
}
}