bevy-rrise 0.2.1

A Wwise Bevy integration
/*
 * Copyright (c) 2022 Contributors to the bevy-rrise project
 */

#![doc = include_str!("../README.md")]

use bevy::prelude::*;
use rrise::{AkCallbackInfo, AkTransform};

pub mod emitter_listener;
pub mod plugin;
pub mod sound_engine;

#[derive(Deref, DerefMut)]
pub struct AkCallbackEvent(pub AkCallbackInfo);

pub trait ToAkTransform {
    /// Constructs a Wwise transform based on a game engine transform
    fn to_ak_transform(&self) -> AkTransform;
}

// Wwise uses a left-handed, Y up coordinate system.
// See https://www.audiokinetic.com/library/2021.1.7_7796/?source=SDK&id=soundengine_3dpositions.html#soundengine_3dpositions_xyz

impl ToAkTransform for Transform {
    fn to_ak_transform(&self) -> AkTransform {
        let mut pos = self.translation.to_array();
        pos[2] = -pos[2];

        let mut ak_tfm = AkTransform::from_position(pos);

        let mut front = self.forward().to_array();
        front[2] = -front[2];
        ak_tfm.orientationFront = front.into();

        let mut up = self.up().to_array();
        up[2] = -up[2];
        ak_tfm.orientationTop = up.into();

        ak_tfm
    }
}

impl ToAkTransform for GlobalTransform {
    fn to_ak_transform(&self) -> AkTransform {
        let mut pos = self.translation().to_array();
        pos[2] = -pos[2];

        let mut ak_tfm = AkTransform::from_position(pos);

        let mut front = self.forward().to_array();
        front[2] = -front[2];
        ak_tfm.orientationFront = front.into();

        let mut up = self.up().to_array();
        up[2] = -up[2];
        ak_tfm.orientationTop = up.into();

        ak_tfm
    }
}