use bevy::{audio::Volume, math::ops, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (update_speed, pause, mute, volume))
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
AudioPlayer::new(asset_server.load("sounds/Windless Slopes.ogg")),
MyMusic,
));
commands.spawn((
Text::new("-/=: Volume Down/Up\nSpace: Toggle Playback\nM: Toggle Mute"),
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
commands.spawn(Camera3d::default());
}
#[derive(Component)]
struct MyMusic;
fn update_speed(music_controller: Query<&AudioSink, With<MyMusic>>, time: Res<Time>) {
let Ok(sink) = music_controller.single() else {
return;
};
sink.set_speed((ops::sin(time.elapsed_secs() / 5.0) + 1.0).max(0.1));
}
fn pause(
keyboard_input: Res<ButtonInput<KeyCode>>,
music_controller: Query<&AudioSink, With<MyMusic>>,
) {
let Ok(sink) = music_controller.single() else {
return;
};
if keyboard_input.just_pressed(KeyCode::Space) {
sink.toggle_playback();
}
}
fn mute(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut music_controller: Query<&mut AudioSink, With<MyMusic>>,
) {
let Ok(mut sink) = music_controller.single_mut() else {
return;
};
if keyboard_input.just_pressed(KeyCode::KeyM) {
sink.toggle_mute();
}
}
fn volume(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut music_controller: Query<&mut AudioSink, With<MyMusic>>,
) {
let Ok(mut sink) = music_controller.single_mut() else {
return;
};
if keyboard_input.just_pressed(KeyCode::Equal) {
let current_volume = sink.volume();
sink.set_volume(current_volume + Volume::Linear(0.1));
} else if keyboard_input.just_pressed(KeyCode::Minus) {
let current_volume = sink.volume();
sink.set_volume(current_volume - Volume::Linear(0.1));
}
}