// Copyright (c) 2019-present Dmitry Stepanov and Fyrox Engine contributors. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. use fyrox_core::futures::executor::block_on; use fyrox_resource::io::FsResourceIo; use fyrox_sound::buffer::SoundBufferResourceExtension; use fyrox_sound::{ algebra::{Point3, UnitQuaternion, Vector3}, buffer::{DataSource, SoundBufferResource}, context::SoundContext, engine::SoundEngine, pool::Handle, source::{SoundSource, SoundSourceBuilder, Status}, }; use std::{ thread, time::{self, Duration}, }; fn main() { // Initialize sound engine with default output device. let engine = SoundEngine::new(SoundEngine::DEFAULT_SAMPLE_RATE).unwrap(); // Initialize new sound context. let context = SoundContext::new(); engine.state().add_context(context.clone()); // Load sound buffer. let drop_buffer = SoundBufferResource::new_generic( block_on(DataSource::from_file( "examples/data/drop.wav", // Load from the default resource io (File system) &FsResourceIo, )) .unwrap(), ) .unwrap(); // Create spatial source - spatial sources can be positioned in space. let source = SoundSourceBuilder::new() .with_buffer(drop_buffer) .with_looping(true) .with_status(Status::Playing) .build() .unwrap(); // Each sound sound must be added to context, context takes ownership on source // and returns pool handle to it by which it can be accessed later on if needed. let source_handle: Handle = context.state().add_source(source); // Move sound around listener for some time. let start_time = time::Instant::now(); let mut angle = 0.0f32; while (time::Instant::now() - start_time).as_secs() < 11 { let axis = Vector3::y_axis(); let rotation_matrix = UnitQuaternion::from_axis_angle(&axis, angle.to_radians()).to_homogeneous(); context.state().source_mut(source_handle).set_position( rotation_matrix .transform_point(&Point3::new(0.0, 0.0, 3.0)) .coords, ); angle += 3.6; // Limit rate of updates. thread::sleep(Duration::from_millis(100)); } }