90 lines
3.4 KiB
Rust
90 lines
3.4 KiB
Rust
// Copyright (c) 2019-present Dmitry Stepanov and Fyrox Engine contributors.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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use fyrox_resource::io::FsResourceIo;
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use fyrox_sound::buffer::SoundBufferResourceExtension;
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use fyrox_sound::engine::State;
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use fyrox_sound::{
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buffer::{DataSource, SoundBufferResource},
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context::SoundContext,
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engine::SoundEngine,
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pool::Handle,
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source::{SoundSource, SoundSourceBuilder, Status},
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};
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fn main() {
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// Initialize sound engine without output device.
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let engine = SoundEngine::without_device(SoundEngine::DEFAULT_SAMPLE_RATE);
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// Create new context.
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let context = SoundContext::new();
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// Register context in the engine.
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engine.state().add_context(context.clone());
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// Load sound buffer.
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let door_open_buffer = SoundBufferResource::new_generic(
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fyrox_sound::futures::executor::block_on(DataSource::from_file(
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"examples/data/door_open.wav",
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// Load from the default resource io (File system)
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&FsResourceIo,
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))
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.unwrap(),
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)
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.unwrap();
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// Create generic source (without spatial effects) using that buffer.
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let source = SoundSourceBuilder::new()
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.with_buffer(door_open_buffer)
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.with_status(Status::Playing)
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.build()
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.unwrap();
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// Each sound sound must be added to context, context takes ownership on source
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// and returns pool handle to it by which it can be accessed later on if needed.
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let _source_handle: Handle<SoundSource> = context.state().add_source(source);
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// Create output wav file. The sample rate is currently fixed.
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let wav_spec = hound::WavSpec {
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channels: 2,
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sample_rate: engine.sample_rate(),
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bits_per_sample: 32,
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sample_format: hound::SampleFormat::Float,
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};
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let mut wav_writer = hound::WavWriter::create("output.wav", wav_spec).unwrap();
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// Create an output buffer.
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let buf_len = State::render_buffer_len();
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let mut buf = vec![(0.0f32, 0.0f32); buf_len];
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let mut samples_written = 0;
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// Wait until sound will play completely.
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while samples_written < 3 * engine.sample_rate() {
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engine.state().render(&mut buf);
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for &(l, r) in buf.iter() {
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wav_writer.write_sample(l).unwrap();
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wav_writer.write_sample(r).unwrap();
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}
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samples_written += buf_len as u32;
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}
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wav_writer.finalize().unwrap();
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}
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