Support Warning
WebGPU is currently only supported on Chrome starting with version 113, and only on desktop. If they don't work on your configuration, you can check the WebGL2 examples here.spatial_audio_3d.rs:
//! This example illustrates how to load and play an audio file, and control where the sounds seems to come from.
use bevy::{
color::palettes::basic::{BLUE, LIME, RED},
prelude::*,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, update_positions)
.add_systems(Update, update_listener)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Space between the two ears
let gap = 4.0;
// sound emitter
commands.spawn((
PbrBundle {
mesh: meshes.add(Sphere::new(0.2).mesh().uv(32, 18)),
material: materials.add(Color::from(BLUE)),
transform: Transform::from_xyz(0.0, 0.0, 0.0),
..default()
},
Emitter::default(),
AudioBundle {
source: asset_server.load("sounds/Windless Slopes.ogg"),
settings: PlaybackSettings::LOOP.with_spatial(true),
},
));
let listener = SpatialListener::new(gap);
commands
.spawn((SpatialBundle::default(), listener.clone()))
.with_children(|parent| {
// left ear indicator
parent.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(0.2, 0.2, 0.2)),
material: materials.add(Color::from(RED)),
transform: Transform::from_translation(listener.left_ear_offset),
..default()
});
// right ear indicator
parent.spawn(PbrBundle {
mesh: meshes.add(Cuboid::new(0.2, 0.2, 0.2)),
material: materials.add(Color::from(LIME)),
transform: Transform::from_translation(listener.right_ear_offset),
..default()
});
});
// light
commands.spawn(DirectionalLightBundle {
transform: Transform::from_xyz(4.0, 8.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// example instructions
commands.spawn(
TextBundle::from_section(
"Up/Down/Left/Right: Move Listener\nSpace: Toggle Emitter Movement",
TextStyle::default(),
)
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
}),
);
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
#[derive(Component, Default)]
struct Emitter {
stopped: bool,
}
fn update_positions(
time: Res<Time>,
mut emitters: Query<(&mut Transform, &mut Emitter), With<Emitter>>,
keyboard: Res<ButtonInput<KeyCode>>,
) {
for (mut emitter_transform, mut emitter) in emitters.iter_mut() {
if keyboard.just_pressed(KeyCode::Space) {
emitter.stopped = !emitter.stopped;
}
if !emitter.stopped {
emitter_transform.translation.x = time.elapsed_seconds().sin() * 3.0;
emitter_transform.translation.z = time.elapsed_seconds().cos() * 3.0;
}
}
}
fn update_listener(
keyboard: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
mut listeners: Query<&mut Transform, With<SpatialListener>>,
) {
let mut transform = listeners.single_mut();
let speed = 2.;
if keyboard.pressed(KeyCode::ArrowRight) {
transform.translation.x += speed * time.delta_seconds();
}
if keyboard.pressed(KeyCode::ArrowLeft) {
transform.translation.x -= speed * time.delta_seconds();
}
if keyboard.pressed(KeyCode::ArrowDown) {
transform.translation.z += speed * time.delta_seconds();
}
if keyboard.pressed(KeyCode::ArrowUp) {
transform.translation.z -= speed * time.delta_seconds();
}
}