volume change sound

and simplify volume change logic
This commit is contained in:
2025-12-19 14:31:14 -05:00
parent c34fe0c90c
commit 5278bc9d1f
4 changed files with 52 additions and 36 deletions

View File

@@ -34,6 +34,7 @@ fn on_spawn_sounds(
PlaySound::ThrowHit => assets.throw_explosion.clone(),
PlaySound::Reloaded => assets.reloaded.clone(),
PlaySound::Invalid => assets.invalid.clone(),
PlaySound::VolumeChange => assets.volume.clone(),
PlaySound::CashHeal => assets.cash_heal.clone(),
PlaySound::HeadDrop => assets.head_drop.clone(),
PlaySound::HeadCollect => assets.head_collect.clone(),

View File

@@ -2,6 +2,7 @@ use crate::{
GameState, HEDZ_GREEN, HEDZ_PURPLE,
client::{audio::SoundSettings, control::CharacterInputEnabled},
loading_assets::UIAssets,
protocol::PlaySound,
};
use bevy::{color::palettes::css::BLACK, prelude::*};
@@ -28,8 +29,15 @@ struct PauseMenuSelection(ProgressBar);
#[derive(Resource)]
struct VolumeChangeCooldown(Timer);
#[derive(Message)]
struct VolumeChangeEvent {
direction: f32,
just_pressed: bool,
}
pub fn plugin(app: &mut App) {
app.init_state::<PauseMenuState>();
app.add_message::<VolumeChangeEvent>();
app.add_systems(Update, open_pause_menu.run_if(in_state(GameState::Playing)));
app.add_systems(
@@ -38,8 +46,12 @@ pub fn plugin(app: &mut App) {
selection_input,
selection_changed,
update_volume_display,
change_volume_keyboard,
change_volume_gamepad,
(
volume_input_keyboard,
volume_input_gamepad,
apply_volume_change,
)
.chain(),
)
.run_if(in_state(PauseMenuState::Open)),
);
@@ -224,14 +236,11 @@ fn update_volume_display(
}
}
fn change_volume_keyboard(
selection: Res<PauseMenuSelection>,
fn volume_input_keyboard(
keyboard: Res<ButtonInput<KeyCode>>,
mut settings: ResMut<SoundSettings>,
mut cooldown: ResMut<VolumeChangeCooldown>,
time: Res<Time>,
mut events: MessageWriter<VolumeChangeEvent>,
) {
let change = if keyboard.pressed(KeyCode::ArrowLeft) {
let direction = if keyboard.pressed(KeyCode::ArrowLeft) {
-0.01
} else if keyboard.pressed(KeyCode::ArrowRight) {
0.01
@@ -239,34 +248,17 @@ fn change_volume_keyboard(
return;
};
// On first press, apply immediately and reset timer
if keyboard.just_pressed(KeyCode::ArrowLeft) || keyboard.just_pressed(KeyCode::ArrowRight) {
cooldown.0.reset();
} else {
cooldown.0.tick(time.delta());
if !cooldown.0.just_finished() {
return;
}
}
let just_pressed =
keyboard.just_pressed(KeyCode::ArrowLeft) || keyboard.just_pressed(KeyCode::ArrowRight);
match selection.0 {
ProgressBar::Music => {
settings.music_volume = (settings.music_volume + change).clamp(0.0, 1.0);
}
ProgressBar::Sound => {
settings.sound_volume = (settings.sound_volume + change).clamp(0.0, 1.0);
}
}
events.write(VolumeChangeEvent {
direction,
just_pressed,
});
}
fn change_volume_gamepad(
selection: Res<PauseMenuSelection>,
gamepads: Query<&Gamepad>,
mut settings: ResMut<SoundSettings>,
mut cooldown: ResMut<VolumeChangeCooldown>,
time: Res<Time>,
) {
let Some((change, just_pressed)) = gamepads.iter().find_map(|gamepad| {
fn volume_input_gamepad(gamepads: Query<&Gamepad>, mut events: MessageWriter<VolumeChangeEvent>) {
let Some((direction, just_pressed)) = gamepads.iter().find_map(|gamepad| {
if gamepad.pressed(GamepadButton::DPadLeft) {
Some((-0.01, gamepad.just_pressed(GamepadButton::DPadLeft)))
} else if gamepad.pressed(GamepadButton::DPadRight) {
@@ -278,8 +270,26 @@ fn change_volume_gamepad(
return;
};
events.write(VolumeChangeEvent {
direction,
just_pressed,
});
}
fn apply_volume_change(
mut commands: Commands,
selection: Res<PauseMenuSelection>,
mut settings: ResMut<SoundSettings>,
mut cooldown: ResMut<VolumeChangeCooldown>,
time: Res<Time>,
mut events: MessageReader<VolumeChangeEvent>,
) {
let Some(event) = events.read().last() else {
return;
};
// On first press, apply immediately and reset timer
if just_pressed {
if event.just_pressed {
cooldown.0.reset();
} else {
cooldown.0.tick(time.delta());
@@ -288,12 +298,14 @@ fn change_volume_gamepad(
}
}
commands.trigger(PlaySound::VolumeChange);
match selection.0 {
ProgressBar::Music => {
settings.music_volume = (settings.music_volume + change).clamp(0.0, 1.0);
settings.music_volume = (settings.music_volume + event.direction).clamp(0.0, 1.0);
}
ProgressBar::Sound => {
settings.sound_volume = (settings.sound_volume + change).clamp(0.0, 1.0);
settings.sound_volume = (settings.sound_volume + event.direction).clamp(0.0, 1.0);
}
}
}

View File

@@ -20,6 +20,8 @@ pub struct AudioAssets {
#[asset(path = "sfx/ui/selection.ogg")]
pub selection: Handle<AudioSource>,
#[asset(path = "sfx/ui/volume.ogg")]
pub volume: Handle<AudioSource>,
#[asset(path = "sfx/ui/invalid.ogg")]
pub invalid: Handle<AudioSource>,
#[asset(path = "sfx/ui/reloaded.ogg")]

View File

@@ -18,6 +18,7 @@ pub enum PlaySound {
HeadDrop,
Selection,
Invalid,
VolumeChange,
MissileExplosion,
Reloaded,
CashHeal,