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SpatialSource

Struct SpatialSource 

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pub struct SpatialSource { /* private fields */ }
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See module docs.

Implementations§

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impl SpatialSource

Property key constants

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pub const GENERIC: &'static str = "generic"

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pub const RADIUS: &'static str = "radius"

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pub const POSITION: &'static str = "position"

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pub const MAX_DISTANCE: &'static str = "max_distance"

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pub const ROLLOFF_FACTOR: &'static str = "rolloff_factor"

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impl SpatialSource

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pub fn set_position(&mut self, position: Vector3<f32>) -> &mut Self

Sets position of source in world space.

Examples found in repository?
examples/play_spatial_sound.rs (lines 53-57)
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
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examples/hrtf.rs (lines 75-79)
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 (lines 91-95)
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}
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pub fn position(&self) -> Vector3<f32>

Returns positions of source.

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pub fn set_radius(&mut self, radius: f32) -> &mut Self

Sets radius of imaginable sphere around source in which no distance attenuation is applied.

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pub fn radius(&self) -> f32

Returns radius of source.

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pub fn set_rolloff_factor(&mut self, rolloff_factor: f32) -> &mut Self

Sets rolloff factor. Rolloff factor is used in distance attenuation and has different meaning in various distance models. It is applicable only for InverseDistance and ExponentDistance distance models. See DistanceModel docs for formulae.

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pub fn rolloff_factor(&self) -> f32

Returns rolloff factor.

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pub fn set_max_distance(&mut self, max_distance: f32) -> &mut Self

Sets maximum distance until which distance gain will be applicable. Basically it doing this min(max(distance, radius), max_distance) which clamps distance in radius..max_distance range. From listener’s perspective this will sound like source has stopped decreasing its volume even if distance continue to grow.

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pub fn max_distance(&self) -> f32

Returns max distance.

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pub fn generic(&self) -> &GenericSource

Returns shared reference to inner generic source.

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pub fn generic_mut(&mut self) -> &mut GenericSource

Returns mutable reference to inner generic source.

Methods from Deref<Target = GenericSource>§

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pub const NAME: &'static str = "name"

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pub const BUFFER: &'static str = "buffer"

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pub const PANNING: &'static str = "panning"

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pub const PITCH: &'static str = "pitch"

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pub const GAIN: &'static str = "gain"

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pub const LOOPING: &'static str = "looping"

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pub const RESAMPLING_MULTIPLIER: &'static str = "resampling_multiplier"

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pub const STATUS: &'static str = "status"

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pub const PLAY_ONCE: &'static str = "play_once"

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pub fn set_name<N: AsRef<str>>(&mut self, name: N)

Sets new name of the sound source.

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pub fn name(&self) -> &str

Returns the name of the sound source.

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pub fn name_owned(&self) -> String

Returns the name of the sound source.

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pub fn set_buffer( &mut self, buffer: Option<SoundBufferResource>, ) -> Result<Option<SoundBufferResource>, SoundError>

Changes buffer of source. Returns old buffer. Source will continue playing from beginning, old position will be discarded.

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pub fn buffer(&self) -> Option<SoundBufferResource>

Returns current buffer if any.

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pub fn set_play_once(&mut self, play_once: bool)

Marks buffer for single play. It will be automatically destroyed when it will finish playing.

§Notes

Make sure you not using handles to “play once” sounds, attempt to get reference of “play once” sound may result in panic if source already deleted. Looping sources will never be automatically deleted because their playback never stops.

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pub fn is_play_once(&self) -> bool

Returns true if this source is marked for single play, false - otherwise.

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pub fn set_gain(&mut self, gain: f32) -> &mut Self

Sets new gain (volume) of sound. Value should be in 0..1 range, but it is not clamped and larger values can be used to “overdrive” sound.

§Notes

Physical volume has non-linear scale (logarithmic) so perception of sound at 0.25 gain will be different if logarithmic scale was used.

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pub fn gain(&self) -> f32

Returns current gain (volume) of sound. Value is in 0..1 range.

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pub fn set_panning(&mut self, panning: f32) -> &mut Self

Sets panning coefficient. Value must be in -1..+1 range. Where -1 - only left channel will be audible, 0 - both, +1 - only right.

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pub fn panning(&self) -> f32

Returns current panning coefficient in -1..+1 range. For more info see set_panning. Default value is 0.

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pub fn status(&self) -> Status

Returns status of sound source.

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pub fn play(&mut self) -> &mut Self

Changes status to Playing.

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pub fn pause(&mut self) -> &mut Self

Changes status to Paused

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pub fn set_looping(&mut self, looping: bool) -> &mut Self

Enabled or disables sound looping. Looping sound will never stop by itself, but can be stopped or paused by calling stop or pause methods. Useful for music, ambient sounds, etc.

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pub fn is_looping(&self) -> bool

Returns looping status.

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pub fn set_pitch(&mut self, pitch: f64) -> &mut Self

Sets sound pitch. Defines “tone” of sounds. Default value is 1.0

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pub fn pitch(&self) -> f64

Returns pitch of sound source.

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pub fn stop(&mut self) -> Result<(), SoundError>

Stops sound source. Automatically rewinds streaming buffers.

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pub fn playback_time(&self) -> Duration

Returns playback duration.

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pub fn set_playback_time(&mut self, time: Duration)

Sets playback duration.

Trait Implementations§

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impl Clone for SpatialSource

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fn clone(&self) -> SpatialSource

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for SpatialSource

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for SpatialSource

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fn default() -> Self

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

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type Target = GenericSource

The resulting type after dereferencing.
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fn deref(&self) -> &Self::Target

Dereferences the value.
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impl DerefMut for SpatialSource

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fn deref_mut(&mut self) -> &mut Self::Target

Mutably dereferences the value.
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impl Inspect for SpatialSource

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fn properties(&self) -> Vec<PropertyInfo<'_>>

Returns information about “public” properties.
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impl Visit for SpatialSource

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fn visit(&mut self, name: &str, visitor: &mut Visitor) -> VisitResult

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where T: 'static + ?Sized,

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Gets the TypeId of self. Read more
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Immutably borrows from an owned value. Read more
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Mutably borrows from an owned value. Read more
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unsafe fn clone_to_uninit(&self, dest: *mut u8)

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Checks if self is actually part of its subset T (and can be converted to it).
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Use with care! Same as self.to_subset but without any property checks. Always succeeds.
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