//! Audio control: //! `AudioSource` implements `AudioSinkPlayback` from Bevy, so you can control the audio as normal. //! //! Controls: //! Press S, P and T to stop, play and toggle the sounds, respectively. //! See `AudioSinkPlayback` documentation for more functions. use bevy::prelude::*; use bevy_fmod::prelude::AudioSource; use bevy_fmod::prelude::*; fn main() { App::new() .add_plugins(( DefaultPlugins, FmodPlugin::new(&[ "./assets/audio/demo_project/Build/Desktop/Master.bank", "./assets/audio/demo_project/Build/Desktop/Master.strings.bank", "./assets/audio/demo_project/Build/Desktop/Music.bank", ]), )) .add_systems(Startup, (startup, display_controls)) .add_systems(PostStartup, play_music) .add_systems(Update, audio_control) .run(); } #[derive(Component)] struct MyMusicPlayer; fn startup(mut commands: Commands, studio: Res) { let event_description = studio.get_event("event:/Music/Level 03").unwrap(); commands.spawn(MyMusicPlayer).insert(AudioSource { event_instance: event_description.create_instance().unwrap(), despawn_stop_mode: StopMode::AllowFadeout, }); // In this case only needed to show the controls: commands.spawn(Camera2d::default()); } fn play_music(mut audio_sources: Query<&AudioSource, With>) { audio_sources.single_mut().start().unwrap(); } fn audio_control(query: Query<&AudioSource>, input: Res>) { if input.just_pressed(KeyCode::KeyS) { for audio_player in query.iter() { audio_player.stop(StopMode::AllowFadeout).unwrap(); } } if input.just_pressed(KeyCode::KeyP) { for audio_player in query.iter() { audio_player.start().unwrap(); } } if input.just_pressed(KeyCode::KeyT) { for audio_player in query.iter() { audio_player.toggle(); } } } fn display_controls(mut commands: Commands) { commands.spawn(Text::default()).with_children(|parent| { parent.spawn(TextSpan::new("Controls: \n")); parent.spawn(TextSpan::new("S: Stop \n")); parent.spawn(TextSpan::new("P: Play \n")); parent.spawn(TextSpan::new("T: Toggle Play/Pause \n")); }); }