bevy_seedling 0.4.1

A sprouting integration of the Firewheel audio engine
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
//! Audio sample components.

use crate::prelude::Volume;
use bevy::{
    ecs::{component::HookContext, world::DeferredWorld},
    prelude::*,
};
use firewheel::{
    diff::Notify,
    nodes::sampler::{PlaybackState, Playhead, RepeatMode},
};
use std::time::Duration;

mod assets;

pub use assets::{Sample, SampleLoader, SampleLoaderError};

/// A component that queues sample playback.
///
/// ## Playing sounds
///
/// Playing a sound is very simple!
///
/// ```
/// # use bevy::prelude::*;
/// # use bevy_seedling::prelude::*;
/// fn play_sound(mut commands: Commands, server: Res<AssetServer>) {
///     commands.spawn(SamplePlayer::new(server.load("my_sample.wav")));
/// }
/// ```
///
/// This queues playback in a [`SamplerPool`][crate::prelude::SamplerPool].
/// When no effects are applied, samples are played in the
/// [`DefaultPool`][crate::prelude::DefaultPool].
///
/// The [`SamplePlayer`] component includes two fields that cannot change during
/// playback: `repeat_mode` and `volume`. Because [`SamplePlayer`] is immutable,
/// these can only be changed by re-inserting, which subsequently stops and restarts
/// playback. To update a sample's volume dynamically, consider adding a
/// [`VolumeNode`][crate::prelude::VolumeNode] as an effect.
///
/// ## Lifecycle
///
/// By default, entities with a [`SamplePlayer`] component are despawned when
/// playback completes. If you insert [`SamplePlayer`] components on gameplay entities
/// such as the player or enemies, you'll probably want to set [`PlaybackSettings::on_complete`]
/// to [`OnComplete::Remove`] or even [`OnComplete::Preserve`].
///
/// ```
/// # use bevy::prelude::*;
/// # use bevy_seedling::prelude::*;
/// #[derive(Component)]
/// struct Player;
///
/// fn play_sound_on_player(
///     player: Single<Entity, With<Player>>,
///     server: Res<AssetServer>,
///     mut commands: Commands,
/// ) {
///     commands.entity(*player).insert((
///         SamplePlayer::new(server.load("my_sample.wav")),
///         PlaybackSettings {
///             on_complete: OnComplete::Remove,
///             ..Default::default()
///         },
///     ));
/// }
/// ```
///
/// ## Applying effects
///
/// Effects can be applied directly to a sample entity with
/// [`SampleEffects`][crate::prelude::SampleEffects].
///
/// ```
/// # use bevy::prelude::*;
/// # use bevy_seedling::prelude::*;
/// fn play_with_effects(mut commands: Commands, server: Res<AssetServer>) {
///     commands.spawn((
///         SamplePlayer::new(server.load("my_sample.wav")),
///         sample_effects![
///             SpatialBasicNode::default(),
///             LowPassNode { frequency: 500.0 }
///         ],
///     ));
/// }
/// ```
///
/// In the above example, we connect a spatial and low-pass node in series with the sample player.
/// Effects are arranged in the order they're spawned, so the output of the spatial node is
/// connected to the input of the low-pass node.
///
/// When you apply effects to a sample player, the node components are added using the
/// [`SampleEffects`][crate::prelude::SampleEffects] relationships. If you want to access
/// the effects in terms of the sample they're applied to, you can break up your
/// queries and use the [`EffectsQuery`][crate::prelude::EffectsQuery] trait.
///
/// ```
/// # use bevy::prelude::*;
/// # use bevy_seedling::prelude::*;
/// # fn play_sound(mut commands: Commands, server: Res<AssetServer>) {
/// commands.spawn((
///     // We'll look for sample player entities with the name "dynamic"
///     Name::new("dynamic"),
///     SamplePlayer::new(server.load("my_sample.wav")),
///     sample_effects![VolumeNode::default()],
/// ));
/// # }
///
/// fn update_volume(
///     sample_players: Query<(&Name, &SampleEffects)>,
///     mut volume: Query<&mut VolumeNode>,
/// ) -> Result {
///     for (name, effects) in &sample_players {
///         if name.as_str() == "dynamic" {
///             // Once we've found the target entity, we can get at
///             // its effects with `EffectsQuery`
///             volume.get_effect_mut(effects)?.volume = Volume::Decibels(-6.0);
///         }
///     }
///
///     Ok(())
/// }
/// ```
///
/// Applying effects directly to a [`SamplePlayer`] is simple, but it
/// [has some tradeoffs][crate::pool::dynamic#when-to-use-dynamic-pools], so you may
/// find yourself gravitating towards manually defined [`SamplerPool`][crate::prelude::SamplerPool]s as your
/// requirements grow.
///
/// ## Supporting components
///
/// A [`SamplePlayer`] can be spawned with a number of components:
/// - Any component that implements [`PoolLabel`][crate::prelude::PoolLabel]
/// - [`PlaybackSettings`]
/// - [`SamplePriority`]
/// - [`SampleQueueLifetime`]
/// - [`SampleEffects`][crate::prelude::SampleEffects]
///
/// Altogether, that would look like:
///
/// ```
/// # use bevy::prelude::*;
/// # use bevy_seedling::{prelude::*, sample::SampleQueueLifetime};
/// # fn spatial_pool(mut commands: Commands, server: Res<AssetServer>) {
/// commands.spawn((
///     DefaultPool,
///     SamplePlayer {
///         sample: server.load("my_sample.wav"),
///         repeat_mode: RepeatMode::PlayOnce,
///         volume: Volume::UNITY_GAIN,
///     },
///     PlaybackSettings {
///         playback: Notify::new(PlaybackState::Play { delay: None }),
///         playhead: Notify::new(Playhead::Seconds(0.0)),
///         speed: 1.0,
///         on_complete: OnComplete::Remove,
///     },
///     SamplePriority(0),
///     SampleQueueLifetime(std::time::Duration::from_millis(100)),
///     sample_effects![SpatialBasicNode::default()],
/// ));
/// # }
/// ```
///
/// Once a sample has been queued in a pool, the [`Sampler`][crate::pool::Sampler] component
/// will be inserted, which provides information about the
/// playhead position and playback status.
#[derive(Debug, Component, Clone)]
#[require(PlaybackSettings, SamplePriority, SampleQueueLifetime)]
#[component(on_insert = on_insert_sample, immutable)]
pub struct SamplePlayer {
    /// The sample to play.
    pub sample: Handle<Sample>,

    /// Sets the sample's [`RepeatMode`].
    ///
    /// Defaults to [`RepeatMode::PlayOnce`].
    ///
    /// The [`RepeatMode`] can only be configured once at the beginning of playback.
    pub repeat_mode: RepeatMode,

    /// Sets the volume of the sample.
    ///
    /// Defaults to [`Volume::UNITY_GAIN`].
    ///
    /// This volume can only be configured once at the beginning of playback.
    /// For dynamic volume, consider routing to buses or applying [`VolumeNode`]
    /// as an effect.
    ///
    /// [`VolumeNode`]: crate::prelude::VolumeNode
    pub volume: Volume,
}

impl Default for SamplePlayer {
    fn default() -> Self {
        Self {
            sample: Default::default(),
            repeat_mode: RepeatMode::PlayOnce,
            volume: Volume::UNITY_GAIN,
        }
    }
}

fn on_insert_sample(mut world: DeferredWorld, context: HookContext) {
    world.commands().entity(context.entity).insert(QueuedSample);
}

impl SamplePlayer {
    /// Construct a new [`SamplePlayer`].
    ///
    /// ```
    /// # use bevy::prelude::*;
    /// # use bevy_seedling::prelude::*;
    /// fn play_sound(mut commands: Commands, server: Res<AssetServer>) {
    ///     commands.spawn(SamplePlayer::new(server.load("my_sample.wav")));
    /// }
    /// ```
    ///
    /// This immediately queues up the sample for playback.
    pub fn new(handle: Handle<Sample>) -> Self {
        Self {
            sample: handle,
            ..Default::default()
        }
    }

    /// Enable looping playback.
    ///
    /// ```
    /// # use bevy::prelude::*;
    /// # use bevy_seedling::prelude::*;
    /// fn play_sound(mut commands: Commands, server: Res<AssetServer>) {
    ///     commands.spawn(SamplePlayer::new(server.load("my_sample.wav")).looping());
    /// }
    /// ```
    ///
    /// Looping can only be configured once at the beginning of playback.
    pub fn looping(self) -> Self {
        Self {
            repeat_mode: RepeatMode::RepeatEndlessly,
            ..self
        }
    }

    /// Set the overall sample volume.
    ///
    /// ```
    /// # use bevy::prelude::*;
    /// # use bevy_seedling::prelude::*;
    /// fn play_sound(mut commands: Commands, server: Res<AssetServer>) {
    ///     commands.spawn(
    ///         SamplePlayer::new(server.load("my_sample.wav")).with_volume(Volume::Decibels(-6.0)),
    ///     );
    /// }
    /// ```
    ///
    /// This volume can only be configured once at the beginning of playback.
    /// For dynamic volume, consider routing to buses or applying [`VolumeNode`]
    /// as an effect.
    ///
    /// [`VolumeNode`]: crate::prelude::VolumeNode
    pub fn with_volume(self, volume: Volume) -> Self {
        Self { volume, ..self }
    }
}

/// Provide explicit priorities for samples.
///
/// Samples with higher priorities are queued before, and cannot
/// be interrupted by, those with lower priorities. This allows you
/// to confidently play music, stingers, and key sound effects even in
/// highly congested pools.
///
/// ```
/// # use bevy::prelude::*;
/// # use bevy_seedling::prelude::*;
/// # fn priority(mut commands: Commands, server: Res<AssetServer>) {
/// commands.spawn((
///     SamplePlayer::new(server.load("important_music.wav")).looping(),
///     // Ensure this sample is definitely played and without interruption
///     SamplePriority(10),
/// ));
/// # }
/// ```
#[derive(Debug, Default, Component, Clone, Copy, PartialEq, Eq, PartialOrd, Ord)]
#[component(immutable)]
pub struct SamplePriority(pub i32);

/// The maximum duration of time that a sample will wait for an available sampler.
///
/// The timer begins once the sample asset has loaded and after the sample player has been skipped
/// at least once. If the sample player is not queued for playback within this duration,
/// it will be considered to have completed playback.
///
/// The default lifetime is 100ms.
#[derive(Debug, Component, Clone, Copy, PartialEq, Eq, PartialOrd, Ord)]
#[component(immutable)]
pub struct SampleQueueLifetime(pub Duration);

impl Default for SampleQueueLifetime {
    fn default() -> Self {
        Self(Duration::from_millis(100))
    }
}

/// Determines what happens when a sample completes playback.
///
/// This will not trigger for looping samples unless they are stopped.
#[derive(Debug, Default, Clone, Copy, PartialEq, Eq)]
pub enum OnComplete {
    /// Preserve the entity and components, leaving them untouched.
    Preserve,
    /// Remove the [`SamplePlayer`] and related components.
    Remove,
    /// Despawn the [`SamplePlayer`] entity.
    ///
    /// Since spawning sounds as their own isolated entity is so
    /// common, this is the default.
    #[default]
    Despawn,
}

/// Sample parameters that can change during playback.
///
/// These parameters will apply to samples immediately, so
/// you can choose to begin playback wherever you'd like,
/// or even start with the sample paused.
///
/// ```
/// # use bevy_seedling::prelude::*;
/// # use bevy::prelude::*;
/// fn play_with_params(mut commands: Commands, server: Res<AssetServer>) {
///     commands.spawn((
///         SamplePlayer::new(server.load("my_sample.wav")),
///         // You can start one second in
///         PlaybackSettings {
///             playhead: Notify::new(Playhead::Seconds(1.0)),
///             ..Default::default()
///         },
///     ));
///
///     commands.spawn((
///         SamplePlayer::new(server.load("my_sample.wav")),
///         // Or even spawn with paused playback
///         PlaybackSettings {
///             playback: Notify::new(PlaybackState::Pause),
///             ..Default::default()
///         },
///     ));
/// }
/// ```
#[derive(Component, Debug)]
pub struct PlaybackSettings {
    /// Sets the playback state, allowing you to play, pause or stop samples.
    ///
    /// This field provides only one-way communication with the
    /// audio processor. To get whether the sample is playing,
    /// see [`Sampler::is_playing`][crate::pool::Sampler::is_playing].
    pub playback: Notify<PlaybackState>,

    /// Sets the playhead.
    ///
    /// This field provides only one-way communication with the
    /// audio processor. To get the current value of the playhead,
    /// see [`Sampler::playhead_frames`][crate::pool::Sampler::playhead_frames].
    pub playhead: Notify<Playhead>,

    /// Sets the playback speed.
    pub speed: f64,

    /// Determines this sample's behavior on playback completion.
    pub on_complete: OnComplete,
}

impl PlaybackSettings {
    /// Start or resume playback.
    ///
    /// ```
    /// # use bevy_seedling::prelude::*;
    /// # use bevy::prelude::*;
    /// fn resume_paused_samples(mut samples: Query<&mut PlaybackSettings>) {
    ///     for mut params in samples.iter_mut() {
    ///         if matches!(*params.playback, PlaybackState::Pause) {
    ///             params.play();
    ///         }
    ///     }
    /// }
    /// ```
    pub fn play(&mut self) {
        *self.playback = PlaybackState::Play { delay: None };
    }

    /// Pause playback.
    ///
    /// ```
    /// # use bevy_seedling::prelude::*;
    /// # use bevy::prelude::*;
    /// fn pause_all_samples(mut samples: Query<&mut PlaybackSettings>) {
    ///     for mut params in samples.iter_mut() {
    ///         params.pause();
    ///     }
    /// }
    /// ```
    pub fn pause(&mut self) {
        *self.playback = PlaybackState::Pause;
    }

    /// Stop playback, resetting the playhead to the start.
    ///
    /// ```
    /// # use bevy_seedling::prelude::*;
    /// # use bevy::prelude::*;
    /// fn stop_all_samples(mut samples: Query<&mut PlaybackSettings>) {
    ///     for mut params in samples.iter_mut() {
    ///         params.stop();
    ///     }
    /// }
    /// ```
    pub fn stop(&mut self) {
        *self.playback = PlaybackState::Stop;
        *self.playhead = Playhead::default();
    }
}

impl Default for PlaybackSettings {
    fn default() -> Self {
        Self {
            playback: Notify::new(PlaybackState::Play { delay: None }),
            playhead: Notify::default(),
            speed: 1.0,
            on_complete: OnComplete::Remove,
        }
    }
}

/// A marker struct for entities that are waiting
/// for asset loading and playback assignment.
#[derive(Debug, Component, Default)]
#[component(storage = "SparseSet")]
pub struct QueuedSample;

#[cfg(feature = "rand")]
pub use random::PitchRange;

#[cfg(feature = "rand")]
pub(crate) use random::RandomPlugin;

#[cfg(feature = "rand")]
mod random {
    use super::PlaybackSettings;
    use bevy::{
        ecs::{component::HookContext, world::DeferredWorld},
        prelude::*,
    };
    use rand::{Rng, SeedableRng, rngs::SmallRng};

    pub struct RandomPlugin;

    impl Plugin for RandomPlugin {
        fn build(&self, app: &mut App) {
            app.insert_resource(PitchRng(SmallRng::from_entropy()));
        }
    }

    #[derive(Resource)]
    struct PitchRng(SmallRng);

    /// A component that applies a random pitch
    /// to a sample player when spawned.
    #[derive(Debug, Component, Default, Clone)]
    #[require(PlaybackSettings)]
    #[component(immutable, on_add = Self::on_add_hook)]
    pub struct PitchRange(pub core::ops::Range<f64>);

    impl PitchRange {
        fn on_add_hook(mut world: DeferredWorld, context: HookContext) {
            let range = world
                .get::<PitchRange>(context.entity)
                .expect("Entity should have a `PitchRange` component")
                .0
                .clone();

            let mut rng = world.resource_mut::<PitchRng>();
            let value = rng.0.gen_range(range);

            world
                .commands()
                .entity(context.entity)
                .entry::<PlaybackSettings>()
                .or_default()
                .and_modify(move |mut params| params.speed = value);
        }
    }
}