bevy_openal/examples/game.rs

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use bevy::{asset::LoadState, prelude::*};
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use bevy_openal::{efx, Context, GlobalEffects, Listener, OpenAlPlugin, Sound, SoundState};
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#[derive(Default)]
struct AssetHandles {
sounds: Vec<HandleUntyped>,
loaded: bool,
}
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fn setup(
asset_server: Res<AssetServer>,
mut handles: ResMut<AssetHandles>,
context: ResMut<Context>,
mut global_effects: ResMut<GlobalEffects>,
) {
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handles.sounds = asset_server.load_folder(".").expect("Failed to load sfx");
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if let Ok(mut slot) = context.new_aux_effect_slot() {
if let Ok(mut reverb) = context.new_effect::<efx::EaxReverbEffect>() {
reverb.set_preset(&efx::REVERB_PRESET_GENERIC).unwrap();
slot.set_effect(&reverb).unwrap();
global_effects.push(slot);
}
}
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}
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fn load_and_create(
mut commands: Commands,
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asset_server: Res<AssetServer>,
mut handles: ResMut<AssetHandles>,
) {
if handles.loaded {
return;
}
handles.loaded = asset_server
.get_group_load_state(handles.sounds.iter().map(|handle| handle.id))
== LoadState::Loaded;
if handles.loaded {
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commands
.spawn()
.insert(Listener)
.insert(Transform::default());
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let handle = handles.sounds[0].clone();
let buffer = asset_server.get_handle(handle);
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commands
.spawn()
.insert(Transform::from_translation(Vec3::new(15., 0., 0.)))
.insert(Sound {
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buffer,
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state: SoundState::Playing,
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gain: 0.4,
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looping: true,
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..default()
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});
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}
}
fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_system(bevy::input::system::exit_on_esc_system)
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.add_plugin(OpenAlPlugin)
.init_resource::<AssetHandles>()
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.add_startup_system(setup)
.add_system(load_and_create)
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.run();
}