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The library Bevy uses for audio, [`rodio`], contains support for spatial audio. In this version, we now support spatial audio (with certain caveats, like no HRTF and no first class support for `Emitter` and `Listener` components).
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Interestingly, during the development of this specific feature, `@harudagondi` found a [bug][reverse-channels-bug] where the audio channels reverse when running the app in either debug or release mode. This turns out to be a `rodio` issue, and this also affects previous versions of Bevy. Thanks to `@dis-da-moe`, the bug has been [fixed upstream][rodio-pr]. See the linked PR for interesting details about audio programming quirks and performance issues.
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You can now have spatial audio in your game! Clone the `bevy` repository and invoke `cargo run --example spatial_audio_3d --release` in the command line for a showcase of 3D spatial audio in Bevy.
Bevy supports custom audio sources through the [`Decodable`] trait, but the way to register to the bevy app is very boilerplatey and sparsely documented. In **Bevy 0.10**, a new extension trait for `App` is added and the documentation for [`Decodable`] has vastly improved.
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