项目文件夹

文件
2026-07-13 12:24:51 +08:00

88 行
3.2 KiB
Rust

// 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<SoundSource> = 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));
}
}