pub enum DataSource {
File {
path: PathBuf,
data: BufReader<File>,
},
Memory(Cursor<Vec<u8>>),
Raw {
sample_rate: usize,
channel_count: usize,
samples: Vec<f32>,
},
RawStreaming(Box<dyn RawStreamingDataSource>),
}Expand description
Data source enumeration. Provides unified way of selecting data source for sound buffers. It can be either a file or memory block.
Variants§
File
Data source is a file of any supported format.
Memory(Cursor<Vec<u8>>)
Data source is a memory block. Memory block must be in valid format (wav or vorbis/ogg). This variant can be used together with virtual file system.
Raw
Raw samples in interleaved format with specified sample rate and channel count. Can be used for procedural sounds.
§Notes
Cannot be used with streaming buffers - it makes no sense to stream data that is already loaded into memory.
Fields
RawStreaming(Box<dyn RawStreamingDataSource>)
Raw streaming source.
Implementations§
Source§impl DataSource
impl DataSource
Sourcepub async fn from_file<P>(path: P) -> Result<Self, FileLoadError>
pub async fn from_file<P>(path: P) -> Result<Self, FileLoadError>
Tries to create new File data source from given path. May fail if file does not exists.
Examples found in repository?
11fn main() {
12 // Initialize sound engine with default output device.
13 let engine = SoundEngine::new();
14
15 // Initialize new sound context.
16 let context = SoundContext::new();
17
18 engine.lock().unwrap().add_context(context.clone());
19
20 // Load sound buffer.
21 let waterfall_buffer = SoundBufferResource::new_streaming(
22 block_on(DataSource::from_file("examples/data/waterfall.ogg")).unwrap(),
23 )
24 .unwrap();
25
26 // Create flat source (without spatial effects) using that buffer.
27 let source = GenericSourceBuilder::new()
28 .with_buffer(waterfall_buffer)
29 .with_status(Status::Playing)
30 .with_looping(true)
31 .build_source()
32 .unwrap();
33
34 // Each sound sound must be added to context, context takes ownership on source
35 // and returns pool handle to it by which it can be accessed later on if needed.
36 let _source_handle: Handle<SoundSource> = context.state().add_source(source);
37
38 thread::sleep(Duration::from_secs(30))
39}More examples
10fn main() {
11 // Initialize sound engine with default output device.
12 let engine = SoundEngine::new();
13
14 // Create new context.
15 let context = SoundContext::new();
16
17 // Register context in the engine.
18 engine.lock().unwrap().add_context(context.clone());
19
20 // Load sound buffer.
21 let door_open_buffer = SoundBufferResource::new_generic(
22 rg3d_sound::futures::executor::block_on(DataSource::from_file(
23 "examples/data/door_open.wav",
24 ))
25 .unwrap(),
26 )
27 .unwrap();
28
29 // Create generic source (without spatial effects) using that buffer.
30 let source = GenericSourceBuilder::new()
31 .with_buffer(door_open_buffer)
32 .with_status(Status::Playing)
33 .build_source()
34 .unwrap();
35
36 // Each sound sound must be added to context, context takes ownership on source
37 // and returns pool handle to it by which it can be accessed later on if needed.
38 let _source_handle: Handle<SoundSource> = context.state().add_source(source);
39
40 // Wait until sound will play completely.
41 thread::sleep(Duration::from_secs(3));
42}15fn main() {
16 // Initialize sound engine with default output device.
17 let engine = SoundEngine::new();
18
19 // Initialize new sound context.
20 let context = SoundContext::new();
21
22 engine.lock().unwrap().add_context(context.clone());
23
24 // Load sound buffer.
25 let drop_buffer = SoundBufferResource::new_generic(
26 block_on(DataSource::from_file("examples/data/drop.wav")).unwrap(),
27 )
28 .unwrap();
29
30 // Create spatial source - spatial sources can be positioned in space.
31 let source = SpatialSourceBuilder::new(
32 GenericSourceBuilder::new()
33 .with_buffer(drop_buffer)
34 .with_looping(true)
35 .with_status(Status::Playing)
36 .build()
37 .unwrap(),
38 )
39 .build_source();
40
41 // Each sound sound must be added to context, context takes ownership on source
42 // and returns pool handle to it by which it can be accessed later on if needed.
43 let source_handle: Handle<SoundSource> = context.state().add_source(source);
44
45 // Move sound around listener for some time.
46 let start_time = time::Instant::now();
47 let mut angle = 0.0f32;
48 while (time::Instant::now() - start_time).as_secs() < 11 {
49 if let SoundSource::Spatial(spatial) = context.state().source_mut(source_handle) {
50 let axis = Vector3::y_axis();
51 let rotation_matrix =
52 UnitQuaternion::from_axis_angle(&axis, angle.to_radians()).to_homogeneous();
53 spatial.set_position(
54 rotation_matrix
55 .transform_point(&Point3::new(0.0, 0.0, 3.0))
56 .coords,
57 );
58 }
59 angle += 3.6;
60
61 // Limit rate of updates.
62 thread::sleep(Duration::from_millis(100));
63 }
64}9fn main() {
10 // Initialize sound engine without output device.
11 let engine = SoundEngine::without_device();
12
13 // Create new context.
14 let context = SoundContext::new();
15
16 // Register context in the engine.
17 engine.lock().unwrap().add_context(context.clone());
18
19 // Load sound buffer.
20 let door_open_buffer = SoundBufferResource::new_generic(
21 rg3d_sound::futures::executor::block_on(DataSource::from_file(
22 "examples/data/door_open.wav",
23 ))
24 .unwrap(),
25 )
26 .unwrap();
27
28 // Create generic source (without spatial effects) using that buffer.
29 let source = GenericSourceBuilder::new()
30 .with_buffer(door_open_buffer)
31 .with_status(Status::Playing)
32 .build_source()
33 .unwrap();
34
35 // Each sound sound must be added to context, context takes ownership on source
36 // and returns pool handle to it by which it can be accessed later on if needed.
37 let _source_handle: Handle<SoundSource> = context.state().add_source(source);
38
39 // Create output wav file. The sample rate is currently fixed.
40 let wav_spec = hound::WavSpec {
41 channels: 2,
42 sample_rate: rg3d_sound::context::SAMPLE_RATE,
43 bits_per_sample: 32,
44 sample_format: hound::SampleFormat::Float,
45 };
46 let mut wav_writer = hound::WavWriter::create("output.wav", wav_spec).unwrap();
47
48 // Create an output buffer.
49 let buf_len = SoundEngine::render_buffer_len();
50 let mut buf = vec![(0.0f32, 0.0f32); buf_len];
51 let mut samples_written = 0;
52
53 // Wait until sound will play completely.
54 while samples_written < 3 * rg3d_sound::context::SAMPLE_RATE {
55 engine.lock().unwrap().render(&mut buf);
56 for &(l, r) in buf.iter() {
57 wav_writer.write_sample(l).unwrap();
58 wav_writer.write_sample(r).unwrap();
59 }
60 samples_written += buf_len as u32;
61 }
62
63 wav_writer.finalize().unwrap();
64}15fn main() {
16 // Initialize sound engine with default output device.
17 let engine = SoundEngine::new();
18
19 // Initialize new sound context.
20 let context = SoundContext::new();
21
22 engine.lock().unwrap().add_context(context.clone());
23
24 // Load sound buffer.
25 let drop_buffer = SoundBufferResource::new_generic(
26 block_on(DataSource::from_file("examples/data/drop.wav")).unwrap(),
27 )
28 .unwrap();
29
30 // Create spatial source - spatial sources can be positioned in space.
31 let source = SpatialSourceBuilder::new(
32 GenericSourceBuilder::new()
33 .with_buffer(drop_buffer)
34 .with_looping(true)
35 .with_status(Status::Playing)
36 .build()
37 .unwrap(),
38 )
39 .build_source();
40
41 // Each sound sound must be added to context, context takes ownership on source
42 // and returns pool handle to it by which it can be accessed later on if needed.
43 context.state().add_source(source);
44
45 // Rotate listener for some time.
46 let start_time = time::Instant::now();
47 let mut angle = 0.0f32;
48 while (time::Instant::now() - start_time).as_secs() < 20 {
49 // Separate scope for update to make sure that mutex lock will be released before
50 // thread::sleep will be called so context can actually work in background thread.
51 {
52 let mut context = context.state();
53
54 let listener = context.listener_mut();
55
56 // Define up-axis of listener.
57 let up = Vector3::y_axis();
58
59 // And rotate look axis.
60 let rotation_matrix =
61 UnitQuaternion::from_axis_angle(&up, angle.to_radians()).to_homogeneous();
62 let look = rotation_matrix
63 .transform_point(&Point3::new(0.0, 0.0, 1.0))
64 .coords;
65
66 // Finally combine axes. _lh suffix here means that we using left-handed coordinate system.
67 // there is also _rh (right handed) version. Also basis can be set directly by using `set_basis`
68 listener.set_orientation_lh(look, *up);
69
70 // Move listener a bit back from sound source.
71 listener.set_position(Vector3::new(0.0, 0.0, -2.0));
72
73 // Continue rotation.
74 angle += 2.0;
75 }
76
77 // Limit rate of updates.
78 thread::sleep(Duration::from_millis(100));
79 }
80}17fn main() {
18 // Initialize sound engine with default output device.
19 let engine = SoundEngine::new();
20
21 let hrir_sphere =
22 HrirSphere::from_file("examples/data/IRC_1002_C.bin", context::SAMPLE_RATE).unwrap();
23
24 // Initialize new sound context with default output device.
25 let context = SoundContext::new();
26
27 engine.lock().unwrap().add_context(context.clone());
28
29 // Set HRTF renderer instead of default.
30 context
31 .state()
32 .set_renderer(Renderer::HrtfRenderer(HrtfRenderer::new(hrir_sphere)));
33
34 // Create some sounds.
35 let sound_buffer = SoundBufferResource::new_generic(
36 block_on(DataSource::from_file("examples/data/door_open.wav")).unwrap(),
37 )
38 .unwrap();
39 let source = SpatialSourceBuilder::new(
40 GenericSourceBuilder::new()
41 .with_buffer(sound_buffer)
42 .with_status(Status::Playing)
43 .build()
44 .unwrap(),
45 )
46 .build_source();
47 context.state().add_source(source);
48
49 let sound_buffer = SoundBufferResource::new_generic(
50 block_on(DataSource::from_file("examples/data/helicopter.wav")).unwrap(),
51 )
52 .unwrap();
53 let source = SpatialSourceBuilder::new(
54 GenericSourceBuilder::new()
55 .with_buffer(sound_buffer)
56 .with_status(Status::Playing)
57 .with_looping(true)
58 .build()
59 .unwrap(),
60 )
61 .build_source();
62 let source_handle = context.state().add_source(source);
63
64 // Move source sound around listener for some time.
65 let start_time = time::Instant::now();
66 let mut angle = 0.0f32;
67 while (time::Instant::now() - start_time).as_secs() < 360 {
68 // Separate scope for update to make sure that mutex lock will be released before
69 // thread::sleep will be called so context can actually work in background thread.
70 {
71 if let SoundSource::Spatial(spatial) = context.state().source_mut(source_handle) {
72 let axis = Vector3::y_axis();
73 let rotation_matrix =
74 UnitQuaternion::from_axis_angle(&axis, angle.to_radians()).to_homogeneous();
75 spatial.set_position(
76 rotation_matrix
77 .transform_point(&Point3::new(0.0, 0.0, 3.0))
78 .coords,
79 );
80 }
81
82 angle += 1.6;
83
84 println!(
85 "Sound render time {:?}",
86 context.state().full_render_duration()
87 );
88 }
89
90 // Limit rate of updates.
91 thread::sleep(Duration::from_millis(100));
92 }
93}Sourcepub fn from_memory(data: Vec<u8>) -> Self
pub fn from_memory(data: Vec<u8>) -> Self
Creates new data source from given memory block. This function does not checks if this is valid source or not. Data source validity will be checked on first use.
Trait Implementations§
Source§impl Debug for DataSource
impl Debug for DataSource
Source§impl Read for DataSource
impl Read for DataSource
Source§fn read(&mut self, buf: &mut [u8]) -> Result<usize, Error>
fn read(&mut self, buf: &mut [u8]) -> Result<usize, Error>
1.36.0 · Source§fn read_vectored(&mut self, bufs: &mut [IoSliceMut<'_>]) -> Result<usize, Error>
fn read_vectored(&mut self, bufs: &mut [IoSliceMut<'_>]) -> Result<usize, Error>
read, except that it reads into a slice of buffers. Read moreSource§fn is_read_vectored(&self) -> bool
fn is_read_vectored(&self) -> bool
can_vector)1.0.0 · Source§fn read_to_end(&mut self, buf: &mut Vec<u8>) -> Result<usize, Error>
fn read_to_end(&mut self, buf: &mut Vec<u8>) -> Result<usize, Error>
buf. Read more1.0.0 · Source§fn read_to_string(&mut self, buf: &mut String) -> Result<usize, Error>
fn read_to_string(&mut self, buf: &mut String) -> Result<usize, Error>
buf. Read more1.6.0 · Source§fn read_exact(&mut self, buf: &mut [u8]) -> Result<(), Error>
fn read_exact(&mut self, buf: &mut [u8]) -> Result<(), Error>
buf. Read moreSource§fn read_buf(&mut self, buf: BorrowedCursor<'_>) -> Result<(), Error>
fn read_buf(&mut self, buf: BorrowedCursor<'_>) -> Result<(), Error>
read_buf)Source§fn read_buf_exact(&mut self, cursor: BorrowedCursor<'_>) -> Result<(), Error>
fn read_buf_exact(&mut self, cursor: BorrowedCursor<'_>) -> Result<(), Error>
read_buf)cursor. Read more1.0.0 · Source§fn by_ref(&mut self) -> &mut Selfwhere
Self: Sized,
fn by_ref(&mut self) -> &mut Selfwhere
Self: Sized,
Read. Read more1.0.0 · Source§fn chain<R>(self, next: R) -> Chain<Self, R>
fn chain<R>(self, next: R) -> Chain<Self, R>
Source§impl Seek for DataSource
impl Seek for DataSource
Source§fn seek(&mut self, pos: SeekFrom) -> Result<u64, Error>
fn seek(&mut self, pos: SeekFrom) -> Result<u64, Error>
1.55.0 · Source§fn rewind(&mut self) -> Result<(), Error>
fn rewind(&mut self) -> Result<(), Error>
Source§fn stream_len(&mut self) -> Result<u64, Error>
fn stream_len(&mut self) -> Result<u64, Error>
seek_stream_len)Auto Trait Implementations§
impl Freeze for DataSource
impl !RefUnwindSafe for DataSource
impl Send for DataSource
impl Sync for DataSource
impl Unpin for DataSource
impl UnsafeUnpin for DataSource
impl !UnwindSafe for DataSource
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Source§impl<T> PropertyValue for Twhere
T: Debug + 'static,
impl<T> PropertyValue for Twhere
T: Debug + 'static,
Source§impl<R> ReadBytesExt for R
impl<R> ReadBytesExt for R
Source§fn read_u8(&mut self) -> Result<u8, Error>
fn read_u8(&mut self) -> Result<u8, Error>
Source§fn read_i8(&mut self) -> Result<i8, Error>
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Source§fn read_u16<T>(&mut self) -> Result<u16, Error>where
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