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95 lines
3.0 KiB
Rust
95 lines
3.0 KiB
Rust
//! This example demonstrates how to use the FmodPlugin to play a sound.
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//! Make sure to follow the instructions in the README.md to set up the demo project.
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use bevy::input::keyboard::KeyboardInput;
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use bevy::input::ButtonState;
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use bevy::prelude::*;
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use bevy_fmod::prelude::AudioSource;
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use bevy_fmod::prelude::*;
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins,
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FmodPlugin {
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audio_banks_paths: &[
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"./assets/audio/Martian Chess/Build/Desktop/Master.bank",
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"./assets/audio/Martian Chess/Build/Desktop/Master.strings.bank",
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"./assets/audio/Martian Chess/Build/Desktop/Music.bank",
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],
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},
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))
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.add_systems(Startup, startup)
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.add_systems(PostStartup, play_music)
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.add_systems(Update, set_music)
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.run();
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}
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#[derive(Component)]
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struct MyMusicPlayer;
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fn startup(mut commands: Commands, studio: Res<FmodStudio>) {
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let event_description = studio.0.get_event("event:/Martian Chess").unwrap();
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studio
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.0
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.get_bank_list(10)
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.expect("List banks")
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.iter()
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.for_each(|bank| {
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info!("Bank: {:?}", bank.get_path().expect("Get bank path"));
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bank.get_event_list(100)
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.iter()
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.flat_map(|events| events.iter())
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.for_each(|event| {
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info!("Event path: {:?}", event.get_path());
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info!(
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"Event parameter description {:?}",
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event.get_parameter_description_by_name("Game State")
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);
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});
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});
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commands
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.spawn(MyMusicPlayer)
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.insert(AudioSource::new(event_description));
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}
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fn play_music(mut audio_sources: Query<&AudioSource, With<MyMusicPlayer>>) {
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if let Ok(audio_source) = audio_sources.get_single_mut() {
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audio_source.play();
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}
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}
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fn set_music(
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mut events: EventReader<KeyboardInput>,
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mut audio_sources: Query<&AudioSource, With<MyMusicPlayer>>,
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) {
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events.iter().for_each(
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|KeyboardInput {
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key_code, state, ..
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}| {
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if let Ok(audio_source) = audio_sources.get_single_mut() {
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let target = match state {
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ButtonState::Pressed => match key_code {
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Some(KeyCode::Key1) => 0.0,
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Some(KeyCode::Key2) => 1.0,
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Some(KeyCode::Key3) => 2.0,
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Some(KeyCode::Key4) => 3.0,
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Some(KeyCode::Key5) => 4.0,
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Some(KeyCode::Key6) => 5.0,
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_ => -1.0,
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},
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_ => -1.0,
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};
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if target >= 0.0 {
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audio_source
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.event_instance
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.set_parameter_by_name("Game State", target, true)
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.expect("Set audio parameter");
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}
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}
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},
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);
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}
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