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https://github.com/lightsoutgames/bevy_openal.git
synced 2024-11-21 17:05:55 +00:00
Yikes, make example compile again.
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eaa2807741
commit
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@ -1,5 +1,5 @@
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use bevy::{asset::LoadState, prelude::*};
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use bevy::{asset::LoadState, prelude::*};
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use bevy_openal::{efx, Context, GlobalEffects, Listener, OpenAlPlugin, Sound, Sounds};
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use bevy_openal::{efx, Context, GlobalEffects, Listener, OpenAlPlugin, Sound, SoundState};
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#[derive(Default)]
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#[derive(Default)]
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struct AssetHandles {
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struct AssetHandles {
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@ -23,8 +23,8 @@ fn setup(
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}
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}
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}
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}
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fn load_and_create_system(
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fn load_and_create(
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commands: &mut Commands,
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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asset_server: Res<AssetServer>,
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mut handles: ResMut<AssetHandles>,
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mut handles: ResMut<AssetHandles>,
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) {
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) {
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@ -35,31 +35,29 @@ fn load_and_create_system(
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.get_group_load_state(handles.sounds.iter().map(|handle| handle.id))
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.get_group_load_state(handles.sounds.iter().map(|handle| handle.id))
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== LoadState::Loaded;
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== LoadState::Loaded;
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if handles.loaded {
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if handles.loaded {
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commands.spawn((Listener::default(), Transform::default));
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commands.spawn().insert(Listener).insert(Transform::default);
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let handle = handles.sounds[0].clone();
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let handle = handles.sounds[0].clone();
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let buffer = asset_server.get_handle(handle);
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let buffer = asset_server.get_handle(handle);
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let mut sounds = Sounds::default();
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commands
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sounds.insert(
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.spawn()
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"footstep".into(),
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.insert(Transform::from_translation(Vec3::new(15., 0., 0.)))
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Sound {
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.insert(Sound {
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buffer,
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buffer,
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autoplay: true,
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state: SoundState::Playing,
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gain: 0.4,
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gain: 0.4,
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looping: true,
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looping: true,
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..Default::default()
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..Default::default()
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},
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});
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);
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commands.spawn((Transform::from_translation(Vec3::new(15., 0., 0.)), sounds));
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}
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}
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}
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}
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fn main() {
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fn main() {
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App::build()
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App::build()
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.add_plugins(DefaultPlugins)
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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_system(bevy::input::system::exit_on_esc_system.system())
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.add_plugin(OpenAlPlugin)
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.add_plugin(OpenAlPlugin)
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.init_resource::<AssetHandles>()
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.init_resource::<AssetHandles>()
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.add_startup_system(setup)
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.add_startup_system(setup.system())
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.add_system(load_and_create_system)
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.add_system(load_and_create.system())
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.run();
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.run();
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}
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}
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