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//! [](https://crates.io/crates/bevy_seedling)
//! [](https://docs.rs/bevy_seedling)
//!
//! A sprouting integration of the [Firewheel](https://github.com/BillyDM/firewheel)
//! audio engine for [Bevy](https://bevyengine.org/).
//!
//! `bevy_seedling` is powerful, flexible, and [fast](https://github.com/CorvusPrudens/rust-audio-demo?tab=readme-ov-file#performance).
//! You can [play sounds](prelude::SamplePlayer), [apply effects](prelude::SampleEffects),
//! and [route audio anywhere](crate::edge::Connect). Creating
//! and integrating [custom audio processors](prelude::RegisterNode#creating-and-registering-nodes)
//! is simple.
//!
//! ## Getting started
//!
//! First, you'll need to add the dependency to your `Cargo.toml`.
//! Note that you'll need to disable Bevy's `bevy_audio` feature,
//! meaning you'll need to specify quite a few features
//! manually!
//!
//! <details>
//! <summary>Example `Cargo.toml`</summary>
//!
//! ```toml
//! [dependencies]
//! bevy_seedling = "0.6.0"
//! bevy = { version = "0.17.2", default-features = false, features = [
//! "std",
//! "async_executor",
//! "android-game-activity",
//! "android_shared_stdcxx",
//! "animation",
//! "bevy_asset",
//! "bevy_color",
//! "bevy_core_pipeline",
//! "bevy_post_process",
//! "bevy_anti_alias",
//! "bevy_gilrs",
//! "bevy_gizmos",
//! "bevy_gltf",
//! "bevy_input_focus",
//! "bevy_log",
//! "bevy_mesh_picking_backend",
//! "bevy_pbr",
//! "bevy_picking",
//! "bevy_render",
//! "bevy_scene",
//! "bevy_image",
//! "bevy_mesh",
//! "bevy_camera",
//! "bevy_light",
//! "bevy_shader",
//! "bevy_sprite",
//! "bevy_sprite_picking_backend",
//! "bevy_sprite_render",
//! "bevy_state",
//! "bevy_text",
//! "bevy_ui",
//! "bevy_ui_picking_backend",
//! "bevy_ui_render",
//! "bevy_window",
//! "bevy_winit",
//! "custom_cursor",
//! "default_font",
//! "hdr",
//! "ktx2",
//! "multi_threaded",
//! "png",
//! "reflect_auto_register",
//! "smaa_luts",
//! "sysinfo_plugin",
//! "tonemapping_luts",
//! "webgl2",
//! "x11",
//! "wayland",
//! "debug",
//! "zstd_rust",
//! ] }
//! ```
//!
//! </details>
//!
//! Then, you'll need to add the [`SeedlingPlugin`] to your app.
//!
//! ```no_run
//! use bevy::prelude::*;
//! use bevy_seedling::prelude::*;
//!
//! fn main() {
//! App::default()
//! .add_plugins((DefaultPlugins, SeedlingPlugin::default()))
//! .run();
//! }
//! ```
//!
//! Once you've set it all up, playing sounds is easy!
//!
//! ```
//! # use bevy::prelude::*;
//! # use bevy_seedling::prelude::*;
//! fn play_sound(mut commands: Commands, server: Res<AssetServer>) {
//! // Play a sound!
//! commands.spawn(SamplePlayer::new(server.load("my_sample.wav")));
//!
//! // Play a sound... with effects :O
//! commands.spawn((
//! SamplePlayer::new(server.load("my_ambience.wav")).looping(),
//! sample_effects![LowPassNode { frequency: 500.0 }],
//! ));
//! }
//! ```
//!
//! [The repository's examples](https://github.com/CorvusPrudens/bevy_seedling/tree/master/examples)
//! should help you get up to speed on common usage patterns.
//!
//! ## Table of contents
//!
//! Below is a structured overview of this crate's documentation,
//! arranged to ease you into `bevy_seedling`'s features.
//!
//! ### Playing samples
//! - [The `SamplePlayer` component][prelude::SamplePlayer]
//! - [Controlling playback][prelude::PlaybackSettings]
//! - [The sample lifecycle][prelude::SamplePlayer#lifecycle]
//! - [Applying effects][prelude::SamplePlayer#applying-effects]
//!
//! ### Sampler pools
//! - [Dynamic pools][pool::dynamic]
//! - [Static pools][prelude::SamplerPool]
//! - [Constructing pools][prelude::SamplerPool#constructing-pools]
//! - [Playing samples in a pool][prelude::SamplerPool#playing-samples-in-a-pool]
//! - [Pool architecture][prelude::SamplerPool#architecture]
//! - [The default pool][prelude::DefaultPool]
//!
//! ### The audio graph
//! - Routing audio
//! - [Connecting nodes][crate::edge::Connect]
//! - [Disconnecting nodes][crate::edge::Disconnect]
//! - [Sends][prelude::SendNode]
//! - [The main bus][prelude::MainBus]
//! - [Stream configuration][crate::configuration]
//! - [Graph configuration][crate::configuration::GraphConfiguration]
//!
//! ### Event scheduling
//! - [The `AudioEvents` component][crate::prelude::AudioEvents]
//! - [The audio clock][crate::time]
//!
//! ### Custom nodes
//! - [Creating and registering nodes][prelude::RegisterNode#creating-and-registering-nodes]
//! - [Synchronizing ECS and audio types][prelude::RegisterNode#synchronizing-ecs-and-audio-types]
//!
//! ## Feature flags
//!
//! | Flag | Description | Default |
//! | --------------- | ------------------------------------------ | ------- |
//! | `reflect` | Enable [`bevy_reflect`] derive macros. | Yes |
//! | `rand` | Enable the [`RandomPitch`] component. | Yes |
//! | `wav` | Enable WAV format and PCM encoding. | Yes |
//! | `ogg` | Enable Ogg format and Vorbis encoding. | Yes |
//! | `mp3` | Enable mp3 format and encoding. | No |
//! | `mkv` | Enable mkv format. | No |
//! | `adpcm` | Enable adpcm encoding. | No |
//! | `flac` | Enable FLAC format and encoding. | No |
//! | `web_audio` | Enable the multi-threading web backend. | No |
//! | `hrtf` | Enable HRTF Spatialization. | No |
//! | `hrtf_subjects` | Enable all HRTF embedded data. | No |
//! | `loudness` | Enable LUFS analyzer node. | Yes |
//! | `stream` | Enable CPAL input and output stream nodes. | Yes |
//!
//! [`RandomPitch`]: crate::prelude::RandomPitch
//!
//! ## Frequently asked questions
//!
//! ### How do I dynamically change a sample's volume?
//!
//! The [`SamplePlayer::volume`][prelude::SamplePlayer::volume] field
//! cannot be changed after spawning or inserting the component. Nonetheless,
//! there are a few ways to manage dynamic volume changes depending on your needs.
//!
//! If you need individual control over each sample's volume, you should add a
//! [`VolumeNode`][prelude::VolumeNode] as an effect.
//!
//! ```
//! # use bevy::prelude::*;
//! # use bevy_seedling::prelude::*;
//! # fn dynamic(mut commands: Commands, server: Res<AssetServer>) {
//! commands.spawn((
//! SamplePlayer::new(server.load("my_sample.wav")),
//! sample_effects![VolumeNode {
//! volume: Volume::Decibels(-6.0),
//! ..Default::default()
//! }],
//! ));
//! # }
//! ```
//!
//! To see how to query for effects, refer to the [`EffectsQuery`][prelude::EffectsQuery]
//! trait.
//!
//! If you want to control groups of samples, such as all music, you'll
//! probably want to spawn a [`SamplerPool`][prelude::SamplerPool] and
//! update the pool's [`VolumeNode`][prelude::VolumeNode] rather than using
//! a node for each sample.
//!
//! ```
//! # use bevy::prelude::*;
//! # use bevy_seedling::prelude::*;
//! # fn dynamic(mut commands: Commands, server: Res<AssetServer>) {
//! #[derive(PoolLabel, Debug, Clone, PartialEq, Eq, Hash)]
//! struct MusicPool;
//!
//! commands.spawn(SamplerPool(MusicPool));
//!
//! commands.spawn((MusicPool, SamplePlayer::new(server.load("my_music.wav"))));
//!
//! // Update the volume of all music at once
//! fn update_music_volume(mut music: Single<&mut VolumeNode, With<SamplerPool<MusicPool>>>) {
//! music.volume = Volume::Decibels(-6.0);
//! }
//! # }
//! ```
//!
//! ### Why aren't my mp3 samples making any sound?
//!
//! `bevy_seedling` enables a few formats and encodings by default.
//! If your format isn't included in the [default features][self#feature-flags],
//! you'll need to enable it in your `Cargo.toml`.
//!
//!
//! ```toml
//! [dependencies]
//! bevy_seedling = { version = "0.3.0", features = ["mp3"] }
//! ```
//!
//! ### Why isn't my custom node doing anything?
//!
//! `bevy_seedling` does quite a bit with Firewheel nodes under the hood.
//! To enable this machinery, you need to
//! [register your audio node][prelude::RegisterNode#creating-and-registering-nodes].
//!
//! ```ignore
//! use bevy::prelude::*;
//! use bevy_seedling::prelude::*;
//!
//! // Let's assume the relevant traits are implemented.
//! struct CustomNode;
//!
//! fn main() {
//! App::new()
//! .add_plugins((DefaultPlugins, SeedlingPlugin::default()))
//! .register_simple_node::<CustomNode>();
//! }
//! ```
//!
//! ### Why are my custom nodes crunchy (underrunning)?
//!
//! If you compile your project without optimizations, your custom audio nodes
//! may perform poorly enough to frequently underrun. You can compensate for
//! this by moving your audio code into a separate crate, selectively applying
//! optimizations.
//!
//! ```toml
//! // Cargo.toml
//! [dependencies]
//! my_custom_nodes = { path = "my_custom_nodes" }
//!
//! [profile.dev.package.my_custom_nodes]
//! opt-level = 3
//! ```
//!
//! ### Why am I getting "`PlaybackSettings`, `Volume`, etc. is ambiguous" errors?
//!
//! `bevy_seedling` re-uses some type names from `bevy_audio`. To avoid ambiguous imports,
//! you'll need to [prevent `bevy_audio` from being compiled][self#getting-started].
//! You may need to update your `Cargo.lock` file to ensure `bevy_audio` isn't included.
//!
//! It's also possible one of your third-part Bevy dependencies depends directly
//! on the `bevy` crate without disabling default features, causing `bevy_audio` to be
//! transitively enabled. In this case, encourage the crate authors to depend on
//! sub-crates (like `bevy_ecs`) or disable Bevy's default features!
//!
//! ## Glossary
//!
//! ### Bus
//!
//! In general audio processing, a _bus_ is typically some connection point, to which
//! we route many tracks of audio.
//!
//! In `bevy_seedling`, a bus is nothing special; it's really just a label
//! applied to a normal audio node. Since connecting many inputs to a node is
//! trivial, there's no need for special support. All of `bevy_seedling`'s
//! buses use [`VolumeNode`][prelude::VolumeNode], but you can apply a bus label to
//! whatever node you like.
//!
//! ### Node
//!
//! A _node_ is the smallest unit of audio processing.
//! It can receive inputs, produce outputs, or both, meaning nodes
//! can be used as sources, sinks, or effects.
//!
//! Nodes in `bevy_seedling` generally consist of two parts:
//! an ECS handle, like [`VolumeNode`][prelude::VolumeNode], and the
//! actual audio processor that we insert into the real-time audio graph.
//! "Node" may refer to either or both of these.
//!
//! ### [Pool][crate::prelude::SamplerPool]
//!
//! A _pool_ (or sampler pool) is a group of [`SamplerNode`]s connected
//! to a local bus. Sampler pools are roughly analogous to `bevy_kira_audio`'s
//! [tracks](https://docs.rs/bevy_kira_audio/latest/bevy_kira_audio/type.Audio.html),
//! where both allow you to play sounds in the same "place" in the audio graph.
//!
//! [`SamplerNode`]: prelude::SamplerNode
//!
//! ### Routing
//!
//! Digital audio is a relentless stream of discrete values. _Routing_ allows us to
//! direct this stream though various stages (or nodes, in Firewheel's case). Each
//! node has some number of input and output channels, to and from which we can arbitrarily route
//! audio.
//!
//! In the simplest case, we'd route the output of a source like [`SamplerNode`] directly
//! to the graph's output. If we want to change the volume, we could insert a [`VolumeNode`]
//! in between the sampler and the output. If we wanted to add reverb, we could also route
//! the [`SamplerNode`] to a [`FreeverbNode`].
//!
//!```text
//! ┌─────────────┐
//! │SamplerNode │
//! └┬───────────┬┘
//! ┌▽─────────┐┌▽───────────┐
//! │VolumeNode││FreeverbNode│
//! └┬─────────┘└┬───────────┘
//! ┌▽───────────▽┐
//! │GraphOutput │
//! └─────────────┘
//! ```
//!
//! As you can see, this routing is very powerful!
//!
//! [`VolumeNode`]: prelude::VolumeNode
//! [`FreeverbNode`]: prelude::FreeverbNode
//!
//! ### Sample
//!
//! In `bevy_seedling`, _sample_ primarily refers to a piece of recorded sound,
//! like an audio file. Samples aren't limited to audio files, however; anything
//! implementing [`SampleResource`] can work with [`AudioSample`].
//!
//! Note that "sample" can also refer to the individual amplitude measurements
//! that make up a sound. "Sample rate," often 44.1kHz or 48kHz, refers to these
//! measurements.
//!
//! [`SampleResource`]: firewheel::core::sample_resource::SampleResource
//! [`AudioSample`]: prelude::AudioSample
// Naming trick to facilitate straightforward internal macro usage.
extern crate self as bevy_seedling;
use *;
use AssetApp;
use *;
use AudioStreamConfig;
use ;
// We re-export Firewheel here for convenience.
pub use firewheel;
/// Sets for all `bevy_seedling` systems.
///
/// These are all inserted into the [`Last`] schedule.
///
/// [`Last`]: bevy_app::prelude::Last
/// `bevy_seedling`'s top-level plugin.
///
/// This spawns the audio task in addition
/// to inserting `bevy_seedling`'s systems
/// and resources.
/// Run a system if the given resource has changed, ignoring
/// change ticks on startup.