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GenericSourceBuilder

Struct GenericSourceBuilder 

Source
pub struct GenericSourceBuilder { /* private fields */ }
Expand description

Allows you to construct generic sound source with desired state.

§Usage

use std::sync::{Arc, Mutex};
use rg3d_sound::buffer::SoundBufferResource;
use rg3d_sound::source::generic::{GenericSource, GenericSourceBuilder};
use rg3d_sound::source::{Status, SoundSource};

fn make_generic_source(buffer: SoundBufferResource) -> GenericSource {
    GenericSourceBuilder::new()
        .with_buffer(buffer)
        .with_status(Status::Playing)
        .with_gain(0.5)
        .with_looping(true)
        .with_pitch(1.25)
        .build()
        .unwrap()
}

fn make_source(buffer: SoundBufferResource) -> SoundSource {
    GenericSourceBuilder::new()
        .with_buffer(buffer)
        .with_status(Status::Playing)
        .with_gain(0.5)
        .with_looping(true)
        .with_pitch(1.25)
        .build_source() // build_source creates SoundSource::Generic directly
        .unwrap()
}

Implementations§

Source§

impl GenericSourceBuilder

Source

pub fn new() -> Self

Creates new generic source builder with specified buffer.

Examples found in repository?
examples/raw_streaming.rs (line 68)
53fn main() {
54    // Initialize sound engine with default output device.
55    let engine = SoundEngine::new();
56
57    // Initialize new sound context.
58    let context = SoundContext::new();
59
60    engine.lock().unwrap().add_context(context.clone());
61
62    // Create sine wave generator
63    let sine_wave = DataSource::RawStreaming(Box::new(SamplesGenerator::new()));
64
65    let sine_wave_buffer = SoundBufferResource::new_streaming(sine_wave).unwrap();
66
67    // Create generic source (without spatial effects) using that buffer.
68    let source = GenericSourceBuilder::new()
69        .with_buffer(sine_wave_buffer)
70        .with_status(Status::Playing)
71        .build_source()
72        .unwrap();
73
74    context.state().add_source(source);
75
76    // Play sound for some time.
77    thread::sleep(Duration::from_secs(10));
78}
More examples
Hide additional examples
examples/streaming.rs (line 27)
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}
examples/play_sound.rs (line 30)
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}
examples/raw_samples.rs (line 39)
9fn main() {
10    // Initialize sound engine with default output device.
11    let engine = SoundEngine::new();
12
13    // Initialize new sound context.
14    let context = SoundContext::new();
15
16    engine.lock().unwrap().add_context(context.clone());
17
18    // Create sine wave.
19    let sample_rate = 44100;
20    let sine_wave = DataSource::Raw {
21        sample_rate,
22        channel_count: 1,
23        samples: {
24            let frequency = 440.0;
25            let amplitude = 0.75;
26            (0..44100)
27                .map(|i| {
28                    amplitude
29                        * ((2.0 * std::f32::consts::PI * i as f32 * frequency) / sample_rate as f32)
30                            .sin()
31                })
32                .collect()
33        },
34    };
35
36    let sine_wave_buffer = SoundBufferResource::new_generic(sine_wave).unwrap();
37
38    // Create generic source (without spatial effects) using that buffer.
39    let source = GenericSourceBuilder::new()
40        .with_buffer(sine_wave_buffer)
41        .with_status(Status::Playing)
42        .with_looping(true)
43        .build_source()
44        .unwrap();
45
46    context.state().add_source(source);
47
48    // Play sound for some time.
49    thread::sleep(Duration::from_secs(10));
50}
examples/play_spatial_sound.rs (line 32)
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}
examples/write_wav.rs (line 29)
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}
Source

pub fn with_buffer(self, buffer: SoundBufferResource) -> Self

Sets desired sound buffer to play.

Examples found in repository?
examples/raw_streaming.rs (line 69)
53fn main() {
54    // Initialize sound engine with default output device.
55    let engine = SoundEngine::new();
56
57    // Initialize new sound context.
58    let context = SoundContext::new();
59
60    engine.lock().unwrap().add_context(context.clone());
61
62    // Create sine wave generator
63    let sine_wave = DataSource::RawStreaming(Box::new(SamplesGenerator::new()));
64
65    let sine_wave_buffer = SoundBufferResource::new_streaming(sine_wave).unwrap();
66
67    // Create generic source (without spatial effects) using that buffer.
68    let source = GenericSourceBuilder::new()
69        .with_buffer(sine_wave_buffer)
70        .with_status(Status::Playing)
71        .build_source()
72        .unwrap();
73
74    context.state().add_source(source);
75
76    // Play sound for some time.
77    thread::sleep(Duration::from_secs(10));
78}
More examples
Hide additional examples
examples/streaming.rs (line 28)
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}
examples/play_sound.rs (line 31)
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}
examples/raw_samples.rs (line 40)
9fn main() {
10    // Initialize sound engine with default output device.
11    let engine = SoundEngine::new();
12
13    // Initialize new sound context.
14    let context = SoundContext::new();
15
16    engine.lock().unwrap().add_context(context.clone());
17
18    // Create sine wave.
19    let sample_rate = 44100;
20    let sine_wave = DataSource::Raw {
21        sample_rate,
22        channel_count: 1,
23        samples: {
24            let frequency = 440.0;
25            let amplitude = 0.75;
26            (0..44100)
27                .map(|i| {
28                    amplitude
29                        * ((2.0 * std::f32::consts::PI * i as f32 * frequency) / sample_rate as f32)
30                            .sin()
31                })
32                .collect()
33        },
34    };
35
36    let sine_wave_buffer = SoundBufferResource::new_generic(sine_wave).unwrap();
37
38    // Create generic source (without spatial effects) using that buffer.
39    let source = GenericSourceBuilder::new()
40        .with_buffer(sine_wave_buffer)
41        .with_status(Status::Playing)
42        .with_looping(true)
43        .build_source()
44        .unwrap();
45
46    context.state().add_source(source);
47
48    // Play sound for some time.
49    thread::sleep(Duration::from_secs(10));
50}
examples/play_spatial_sound.rs (line 33)
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}
examples/write_wav.rs (line 30)
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}
Source

pub fn with_gain(self, gain: f32) -> Self

See set_gain of GenericSource

Source

pub fn with_pitch(self, pitch: f32) -> Self

See set_pitch of GenericSource

Source

pub fn with_panning(self, panning: f32) -> Self

See set_panning of GenericSource

Source

pub fn with_looping(self, looping: bool) -> Self

See set_looping of GenericSource

Examples found in repository?
examples/streaming.rs (line 30)
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
Hide additional examples
examples/raw_samples.rs (line 42)
9fn main() {
10    // Initialize sound engine with default output device.
11    let engine = SoundEngine::new();
12
13    // Initialize new sound context.
14    let context = SoundContext::new();
15
16    engine.lock().unwrap().add_context(context.clone());
17
18    // Create sine wave.
19    let sample_rate = 44100;
20    let sine_wave = DataSource::Raw {
21        sample_rate,
22        channel_count: 1,
23        samples: {
24            let frequency = 440.0;
25            let amplitude = 0.75;
26            (0..44100)
27                .map(|i| {
28                    amplitude
29                        * ((2.0 * std::f32::consts::PI * i as f32 * frequency) / sample_rate as f32)
30                            .sin()
31                })
32                .collect()
33        },
34    };
35
36    let sine_wave_buffer = SoundBufferResource::new_generic(sine_wave).unwrap();
37
38    // Create generic source (without spatial effects) using that buffer.
39    let source = GenericSourceBuilder::new()
40        .with_buffer(sine_wave_buffer)
41        .with_status(Status::Playing)
42        .with_looping(true)
43        .build_source()
44        .unwrap();
45
46    context.state().add_source(source);
47
48    // Play sound for some time.
49    thread::sleep(Duration::from_secs(10));
50}
examples/play_spatial_sound.rs (line 34)
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}
examples/listener.rs (line 34)
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}
examples/hrtf.rs (line 57)
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}
examples/reverb.rs (line 71)
17fn main() {
18    let hrir_sphere =
19        HrirSphere::from_file("examples/data/IRC_1002_C.bin", context::SAMPLE_RATE).unwrap();
20
21    // Initialize sound engine with default output device.
22    let engine = SoundEngine::new();
23
24    // Initialize new sound context.
25    let context = SoundContext::new();
26
27    engine.lock().unwrap().add_context(context.clone());
28
29    // Set HRTF renderer instead of default for binaural sound.
30    context
31        .state()
32        .set_renderer(Renderer::HrtfRenderer(HrtfRenderer::new(hrir_sphere)));
33
34    let base_effect = BaseEffect::default();
35
36    // Create reverb effect and set its decay time.
37    let mut reverb = Reverb::new(base_effect);
38    reverb.set_decay_time(Duration::from_secs_f32(10.0));
39    let reverb_handle = context.state().add_effect(Effect::Reverb(reverb));
40
41    // Create some sounds.
42    let sound_buffer = SoundBufferResource::new_generic(
43        block_on(DataSource::from_file("examples/data/door_open.wav")).unwrap(),
44    )
45    .unwrap();
46    let source = SpatialSourceBuilder::new(
47        GenericSourceBuilder::new()
48            .with_buffer(sound_buffer)
49            .with_status(Status::Playing)
50            .build()
51            .unwrap(),
52    )
53    .build_source();
54    let door_sound = context.state().add_source(source);
55
56    // Each sound source must be attached to effect, otherwise sound won't be passed to effect
57    // and you'll hear sound without any difference.
58    context
59        .state()
60        .effect_mut(reverb_handle)
61        .add_input(EffectInput::direct(door_sound));
62
63    let sound_buffer = SoundBufferResource::new_generic(
64        block_on(DataSource::from_file("examples/data/drop.wav")).unwrap(),
65    )
66    .unwrap();
67    let source = SpatialSourceBuilder::new(
68        GenericSourceBuilder::new()
69            .with_buffer(sound_buffer)
70            .with_status(Status::Playing)
71            .with_looping(true)
72            .build()
73            .unwrap(),
74    )
75    .build_source();
76    let drop_sound_handle = context.state().add_source(source);
77
78    context
79        .state()
80        .effect_mut(reverb_handle)
81        .add_input(EffectInput::direct(drop_sound_handle));
82
83    // Move sound around listener for some time.
84    let start_time = time::Instant::now();
85    let mut angle = 0.0f32;
86    while (time::Instant::now() - start_time).as_secs() < 360 {
87        if let SoundSource::Spatial(sound) = context.state().source_mut(drop_sound_handle) {
88            let axis = Vector3::y_axis();
89            let rotation_matrix =
90                UnitQuaternion::from_axis_angle(&axis, angle.to_radians()).to_homogeneous();
91            sound.set_position(
92                rotation_matrix
93                    .transform_point(&Point3::new(0.0, 0.0, 1.0))
94                    .coords,
95            );
96        }
97
98        angle += 1.6;
99
100        println!(
101            "Sound render time {:?}",
102            context.state().full_render_duration()
103        );
104
105        // Limit rate of context updates.
106        thread::sleep(Duration::from_millis(100));
107    }
108}
Source

pub fn with_status(self, status: Status) -> Self

Sets desired status of source.

Examples found in repository?
examples/raw_streaming.rs (line 70)
53fn main() {
54    // Initialize sound engine with default output device.
55    let engine = SoundEngine::new();
56
57    // Initialize new sound context.
58    let context = SoundContext::new();
59
60    engine.lock().unwrap().add_context(context.clone());
61
62    // Create sine wave generator
63    let sine_wave = DataSource::RawStreaming(Box::new(SamplesGenerator::new()));
64
65    let sine_wave_buffer = SoundBufferResource::new_streaming(sine_wave).unwrap();
66
67    // Create generic source (without spatial effects) using that buffer.
68    let source = GenericSourceBuilder::new()
69        .with_buffer(sine_wave_buffer)
70        .with_status(Status::Playing)
71        .build_source()
72        .unwrap();
73
74    context.state().add_source(source);
75
76    // Play sound for some time.
77    thread::sleep(Duration::from_secs(10));
78}
More examples
Hide additional examples
examples/streaming.rs (line 29)
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}
examples/play_sound.rs (line 32)
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}
examples/raw_samples.rs (line 41)
9fn main() {
10    // Initialize sound engine with default output device.
11    let engine = SoundEngine::new();
12
13    // Initialize new sound context.
14    let context = SoundContext::new();
15
16    engine.lock().unwrap().add_context(context.clone());
17
18    // Create sine wave.
19    let sample_rate = 44100;
20    let sine_wave = DataSource::Raw {
21        sample_rate,
22        channel_count: 1,
23        samples: {
24            let frequency = 440.0;
25            let amplitude = 0.75;
26            (0..44100)
27                .map(|i| {
28                    amplitude
29                        * ((2.0 * std::f32::consts::PI * i as f32 * frequency) / sample_rate as f32)
30                            .sin()
31                })
32                .collect()
33        },
34    };
35
36    let sine_wave_buffer = SoundBufferResource::new_generic(sine_wave).unwrap();
37
38    // Create generic source (without spatial effects) using that buffer.
39    let source = GenericSourceBuilder::new()
40        .with_buffer(sine_wave_buffer)
41        .with_status(Status::Playing)
42        .with_looping(true)
43        .build_source()
44        .unwrap();
45
46    context.state().add_source(source);
47
48    // Play sound for some time.
49    thread::sleep(Duration::from_secs(10));
50}
examples/play_spatial_sound.rs (line 35)
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}
examples/write_wav.rs (line 31)
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}
Source

pub fn with_play_once(self, play_once: bool) -> Self

See set_play_once of GenericSource

Source

pub fn with_name<N: AsRef<str>>(self, name: N) -> Self

Sets desired name of the source.

Source

pub fn build(self) -> Result<GenericSource, SoundError>

Creates new instance of generic sound source. May fail if buffer is invalid.

Examples found in repository?
examples/play_spatial_sound.rs (line 36)
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}
More examples
Hide additional examples
examples/listener.rs (line 36)
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}
examples/hrtf.rs (line 43)
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}
examples/reverb.rs (line 50)
17fn main() {
18    let hrir_sphere =
19        HrirSphere::from_file("examples/data/IRC_1002_C.bin", context::SAMPLE_RATE).unwrap();
20
21    // Initialize sound engine with default output device.
22    let engine = SoundEngine::new();
23
24    // Initialize new sound context.
25    let context = SoundContext::new();
26
27    engine.lock().unwrap().add_context(context.clone());
28
29    // Set HRTF renderer instead of default for binaural sound.
30    context
31        .state()
32        .set_renderer(Renderer::HrtfRenderer(HrtfRenderer::new(hrir_sphere)));
33
34    let base_effect = BaseEffect::default();
35
36    // Create reverb effect and set its decay time.
37    let mut reverb = Reverb::new(base_effect);
38    reverb.set_decay_time(Duration::from_secs_f32(10.0));
39    let reverb_handle = context.state().add_effect(Effect::Reverb(reverb));
40
41    // Create some sounds.
42    let sound_buffer = SoundBufferResource::new_generic(
43        block_on(DataSource::from_file("examples/data/door_open.wav")).unwrap(),
44    )
45    .unwrap();
46    let source = SpatialSourceBuilder::new(
47        GenericSourceBuilder::new()
48            .with_buffer(sound_buffer)
49            .with_status(Status::Playing)
50            .build()
51            .unwrap(),
52    )
53    .build_source();
54    let door_sound = context.state().add_source(source);
55
56    // Each sound source must be attached to effect, otherwise sound won't be passed to effect
57    // and you'll hear sound without any difference.
58    context
59        .state()
60        .effect_mut(reverb_handle)
61        .add_input(EffectInput::direct(door_sound));
62
63    let sound_buffer = SoundBufferResource::new_generic(
64        block_on(DataSource::from_file("examples/data/drop.wav")).unwrap(),
65    )
66    .unwrap();
67    let source = SpatialSourceBuilder::new(
68        GenericSourceBuilder::new()
69            .with_buffer(sound_buffer)
70            .with_status(Status::Playing)
71            .with_looping(true)
72            .build()
73            .unwrap(),
74    )
75    .build_source();
76    let drop_sound_handle = context.state().add_source(source);
77
78    context
79        .state()
80        .effect_mut(reverb_handle)
81        .add_input(EffectInput::direct(drop_sound_handle));
82
83    // Move sound around listener for some time.
84    let start_time = time::Instant::now();
85    let mut angle = 0.0f32;
86    while (time::Instant::now() - start_time).as_secs() < 360 {
87        if let SoundSource::Spatial(sound) = context.state().source_mut(drop_sound_handle) {
88            let axis = Vector3::y_axis();
89            let rotation_matrix =
90                UnitQuaternion::from_axis_angle(&axis, angle.to_radians()).to_homogeneous();
91            sound.set_position(
92                rotation_matrix
93                    .transform_point(&Point3::new(0.0, 0.0, 1.0))
94                    .coords,
95            );
96        }
97
98        angle += 1.6;
99
100        println!(
101            "Sound render time {:?}",
102            context.state().full_render_duration()
103        );
104
105        // Limit rate of context updates.
106        thread::sleep(Duration::from_millis(100));
107    }
108}
Source

pub fn build_source(self) -> Result<SoundSource, SoundError>

Creates new instance of sound source of Generic variant.

Examples found in repository?
examples/raw_streaming.rs (line 71)
53fn main() {
54    // Initialize sound engine with default output device.
55    let engine = SoundEngine::new();
56
57    // Initialize new sound context.
58    let context = SoundContext::new();
59
60    engine.lock().unwrap().add_context(context.clone());
61
62    // Create sine wave generator
63    let sine_wave = DataSource::RawStreaming(Box::new(SamplesGenerator::new()));
64
65    let sine_wave_buffer = SoundBufferResource::new_streaming(sine_wave).unwrap();
66
67    // Create generic source (without spatial effects) using that buffer.
68    let source = GenericSourceBuilder::new()
69        .with_buffer(sine_wave_buffer)
70        .with_status(Status::Playing)
71        .build_source()
72        .unwrap();
73
74    context.state().add_source(source);
75
76    // Play sound for some time.
77    thread::sleep(Duration::from_secs(10));
78}
More examples
Hide additional examples
examples/streaming.rs (line 31)
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}
examples/play_sound.rs (line 33)
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}
examples/raw_samples.rs (line 43)
9fn main() {
10    // Initialize sound engine with default output device.
11    let engine = SoundEngine::new();
12
13    // Initialize new sound context.
14    let context = SoundContext::new();
15
16    engine.lock().unwrap().add_context(context.clone());
17
18    // Create sine wave.
19    let sample_rate = 44100;
20    let sine_wave = DataSource::Raw {
21        sample_rate,
22        channel_count: 1,
23        samples: {
24            let frequency = 440.0;
25            let amplitude = 0.75;
26            (0..44100)
27                .map(|i| {
28                    amplitude
29                        * ((2.0 * std::f32::consts::PI * i as f32 * frequency) / sample_rate as f32)
30                            .sin()
31                })
32                .collect()
33        },
34    };
35
36    let sine_wave_buffer = SoundBufferResource::new_generic(sine_wave).unwrap();
37
38    // Create generic source (without spatial effects) using that buffer.
39    let source = GenericSourceBuilder::new()
40        .with_buffer(sine_wave_buffer)
41        .with_status(Status::Playing)
42        .with_looping(true)
43        .build_source()
44        .unwrap();
45
46    context.state().add_source(source);
47
48    // Play sound for some time.
49    thread::sleep(Duration::from_secs(10));
50}
examples/write_wav.rs (line 32)
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}

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impl Default for GenericSourceBuilder

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fn default() -> Self

Returns the “default value” for a type. Read more

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