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bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/examples/audio/audio_control.rs
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//! This example illustrates how to load and play an audio file, and control how it's played.
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use bevy::{math::ops, prelude::*};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(update_progress_text, update_speed, pause, mute, volume),
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)
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn((
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AudioPlayer::new(asset_server.load("sounds/Windless Slopes.ogg")),
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MyMusic,
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));
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commands.spawn((
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Text::new(""),
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Node {
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position_type: PositionType::Absolute,
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top: px(12),
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left: px(12),
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..default()
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},
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ProgressText,
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));
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// example instructions
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commands.spawn((
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Text::new("-/=: Volume Down/Up\nSpace: Toggle Playback\nM: Toggle Mute"),
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Node {
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position_type: PositionType::Absolute,
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bottom: px(12),
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left: px(12),
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..default()
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},
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));
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// camera
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commands.spawn(Camera3d::default());
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}
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#[derive(Component)]
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struct MyMusic;
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#[derive(Component)]
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struct ProgressText;
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fn update_progress_text(
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music_controller: Single<&AudioSink, With<MyMusic>>,
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mut progress_text: Single<&mut Text, With<ProgressText>>,
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) {
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progress_text.0 = format!("Progress: {}s", music_controller.position().as_secs_f32());
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}
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fn update_speed(music_controller: Query<&AudioSink, With<MyMusic>>, time: Res<Time>) {
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let Ok(sink) = music_controller.single() else {
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return;
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};
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if sink.is_paused() {
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return;
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}
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sink.set_speed((ops::sin(time.elapsed_secs() / 5.0) + 1.0).max(0.1));
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}
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fn pause(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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music_controller: Query<&AudioSink, With<MyMusic>>,
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) {
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let Ok(sink) = music_controller.single() else {
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return;
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};
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if keyboard_input.just_pressed(KeyCode::Space) {
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sink.toggle_playback();
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}
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}
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fn mute(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut music_controller: Query<&mut AudioSink, With<MyMusic>>,
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) {
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let Ok(mut sink) = music_controller.single_mut() else {
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return;
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};
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if keyboard_input.just_pressed(KeyCode::KeyM) {
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sink.toggle_mute();
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}
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}
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fn volume(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut music_controller: Query<&mut AudioSink, With<MyMusic>>,
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) {
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let Ok(mut sink) = music_controller.single_mut() else {
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return;
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};
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if keyboard_input.just_pressed(KeyCode::Equal) {
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let current_volume = sink.volume();
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sink.set_volume(current_volume.increase_by_percentage(10.0));
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} else if keyboard_input.just_pressed(KeyCode::Minus) {
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let current_volume = sink.volume();
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sink.set_volume(current_volume.increase_by_percentage(-10.0));
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}
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}
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