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audio_control.rs
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/
audio_control.rs
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//! This example illustrates how to load and play an audio file, and control how it's played.
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (update_speed, pause, volume))
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
..default()
},
MyMusic,
));
}
#[derive(Component)]
struct MyMusic;
fn update_speed(music_controller: Query<&AudioSink, With<MyMusic>>, time: Res<Time>) {
if let Ok(sink) = music_controller.get_single() {
sink.set_speed(((time.elapsed_seconds() / 5.0).sin() + 1.0).max(0.1));
}
}
fn pause(
keyboard_input: Res<ButtonInput<KeyCode>>,
music_controller: Query<&AudioSink, With<MyMusic>>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
if let Ok(sink) = music_controller.get_single() {
sink.toggle();
}
}
}
fn volume(
keyboard_input: Res<ButtonInput<KeyCode>>,
music_controller: Query<&AudioSink, With<MyMusic>>,
) {
if let Ok(sink) = music_controller.get_single() {
if keyboard_input.just_pressed(KeyCode::Equal) {
sink.set_volume(sink.volume() + 0.1);
} else if keyboard_input.just_pressed(KeyCode::Minus) {
sink.set_volume(sink.volume() - 0.1);
}
}
}