Introduction
Kira is a backend-agnostic library to create expressive audio for games. It provides parameters for smoothly adjusting properties of sounds, a flexible mixer for applying effects to audio, and a clock system for precisely timing audio events.
Examples
Playing a sound multiple times simultaneously
#![allow(unused)] fn main() { extern crate kira; use kira::{ manager::{ AudioManager, AudioManagerSettings, backend::cpal::CpalBackend, }, sound::static_sound::{StaticSoundData, StaticSoundSettings}, }; // Create an audio manager. This plays sounds and manages resources. let mut manager = AudioManager::<CpalBackend>::new(AudioManagerSettings::default())?; let sound_data = StaticSoundData::from_file("sound.ogg", StaticSoundSettings::default())?; manager.play(sound_data.clone())?; // After a couple seconds... manager.play(sound_data.clone())?; // Cloning the sound data will not use any extra memory. Result::<(), Box<dyn std::error::Error>>::Ok(()) }
Gradually speeding up a sound over time
#![allow(unused)] fn main() { extern crate kira; use std::time::Duration; use kira::{ manager::{ AudioManager, AudioManagerSettings, backend::cpal::CpalBackend, }, sound::static_sound::{StaticSoundData, StaticSoundSettings}, tween::Tween, }; let mut manager = AudioManager::<CpalBackend>::new(AudioManagerSettings::default())?; let sound_data = StaticSoundData::from_file("sound.ogg", StaticSoundSettings::new())?; let mut sound = manager.play(sound_data)?; // Start smoothly adjusting the playback rate parameter. sound.set_playback_rate( 2.0, Tween { duration: Duration::from_secs(3), ..Default::default() }, ); Result::<(), Box<dyn std::error::Error>>::Ok(()) }
Playing a sound with a low-pass filter applied
This makes the audio sound muffled.
#![allow(unused)] fn main() { extern crate kira; use kira::{ manager::{ AudioManager, AudioManagerSettings, backend::cpal::CpalBackend, }, sound::static_sound::{StaticSoundData, StaticSoundSettings}, track::{ TrackBuilder, effect::filter::FilterBuilder, }, }; let mut manager = AudioManager::<CpalBackend>::new(AudioManagerSettings::default())?; // Create a mixer sub-track with a filter. let track = manager.add_sub_track({ let mut builder = TrackBuilder::new(); builder.add_effect(FilterBuilder::new().cutoff(1000.0)); builder })?; // Play the sound on the track. let sound_data = StaticSoundData::from_file( "sound.ogg", StaticSoundSettings::new().track(&track), )?; manager.play(sound_data)?; Result::<(), Box<dyn std::error::Error>>::Ok(()) }
Playing sounds in time with a musical beat
#![allow(unused)] fn main() { extern crate kira; use kira::{ manager::{ AudioManager, AudioManagerSettings, backend::cpal::CpalBackend, }, sound::static_sound::{StaticSoundData, StaticSoundSettings}, ClockSpeed, }; const TEMPO: f64 = 120.0; let mut manager = AudioManager::<CpalBackend>::new(AudioManagerSettings::default())?; // Create a clock that ticks 120 times per second. In this case, // each tick is one musical beat. We can use a tick to represent any // arbitrary amount of time. let mut clock = manager.add_clock(ClockSpeed::TicksPerMinute(TEMPO))?; // Play a sound 2 ticks (beats) from now. let sound_data_1 = StaticSoundData::from_file( "sound1.ogg", StaticSoundSettings::new().start_time(clock.time() + 2), )?; manager.play(sound_data_1)?; // Play a different sound 4 ticks (beats) from now. let sound_data_2 = StaticSoundData::from_file( "sound2.ogg", StaticSoundSettings::new().start_time(clock.time() + 4), )?; manager.play(sound_data_2)?; // Start the clock. clock.start()?; Result::<(), Box<dyn std::error::Error>>::Ok(()) }
Installation
To use Kira in your project, add it to the Cargo.toml file for your crate in the
dependencies
section.
[dependencies]
kira = "0.7.1"
Features
By default, Kira comes with a cpal
backend for communicating with the
operating system's audio drivers and support for mp3, ogg, flac, and wav files.
You can manually pick which of these features to enable by setting
default-features
to false
and listing the specific features you want.
For example, if you're only going to use ogg files, you can disable the other file types to save some compile time and binary size:
[dependencies]
kira = { version = "0.7.1", default-features = false, features = ["cpal", "ogg"] }
Performance
By default, Rust programs run with the dev
profile are not optimized. This can
lead to poor performance of audio playback and long loading times for audio
files. You can alleviate this by building Kira and its audio-related
dependencies with a higher optimization level. Add the following to your
Cargo.toml:
[profile.dev.package.kira]
opt-level = 3
[profile.dev.package.cpal]
opt-level = 3
[profile.dev.package.symphonia]
opt-level = 3
[profile.dev.package.symphonia-bundle-mp3]
opt-level = 3
[profile.dev.package.symphonia-format-ogg]
opt-level = 3
[profile.dev.package.symphonia-codec-vorbis]
opt-level = 3
[profile.dev.package.symphonia-bundle-flac]
opt-level = 3
[profile.dev.package.symphonia-format-wav]
opt-level = 3
[profile.dev.package.symphonia-codec-pcm]
opt-level = 3
You can also build all of your projects with a higher optimization level by using this snippet instead:
[profile.dev.package."*"]
opt-level = 3
Building dependencies with a higher optimization level does increase compile times, but only when compiling your project from scratch. If you only make changes to your crate, you're not recompiling the dependencies, so you don't suffer from the longer compilation step in that case. Building dependencies optimized and the main crate unoptimized can be a good balance of performance and compile times for games.
Playing Sounds
To start using Kira, create an AudioManager
.
#![allow(unused)] fn main() { extern crate kira; use kira::manager::{ AudioManager, AudioManagerSettings, backend::cpal::CpalBackend, }; let mut manager = AudioManager::<CpalBackend>::new(AudioManagerSettings::default())?; Result::<(), Box<dyn std::error::Error>>::Ok(()) }
The AudioManager
allows you to interact with the audio context from gameplay
code. AudioManager
s can play anything that implements the SoundData
trait,
such as StaticSoundData
or StreamingSoundData
.
#![allow(unused)] fn main() { extern crate kira; use kira::{ manager::{ AudioManager, AudioManagerSettings, backend::cpal::CpalBackend, }, sound::static_sound::{StaticSoundData, StaticSoundSettings}, }; let mut manager = AudioManager::<CpalBackend>::new(AudioManagerSettings::default())?; let sound_data = StaticSoundData::from_file("sound.ogg", StaticSoundSettings::new())?; manager.play(sound_data)?; Result::<(), Box<dyn std::error::Error>>::Ok(()) }
If you want to play a sound multiple times, keep a copy of the StaticSoundData
around and clone it each time you pass it to AudioManager::play
.
#![allow(unused)] fn main() { extern crate kira; use kira::{ manager::{ AudioManager, AudioManagerSettings, backend::cpal::CpalBackend, }, sound::static_sound::{StaticSoundData, StaticSoundSettings}, }; let mut manager = AudioManager::<CpalBackend>::new(AudioManagerSettings::default())?; let sound_data = StaticSoundData::from_file("sound.ogg", StaticSoundSettings::new())?; manager.play(sound_data.clone())?; manager.play(sound_data.clone())?; Result::<(), Box<dyn std::error::Error>>::Ok(()) }
Cloning a StaticSoundData
is cheap, so it's perfectly fine to do this.
StreamingSoundData
cannot be cloned, so you will have to create a new one each
time you want to play a sound.
Modifying playing sounds
AudioManager::play
returns a handle to the sound that you can use to query
information about the sound or modify it.
#![allow(unused)] fn main() { extern crate kira; use kira::{ manager::{ AudioManager, AudioManagerSettings, backend::cpal::CpalBackend, }, sound::static_sound::{PlaybackState, StaticSoundData, StaticSoundSettings}, tween::Tween, }; let mut manager = AudioManager::<CpalBackend>::new(AudioManagerSettings::default())?; let sound_data = StaticSoundData::from_file("sound.ogg", StaticSoundSettings::new())?; let mut sound = manager.play(sound_data)?; if sound.state() == PlaybackState::Playing { sound.stop(Tween::default())?; } Result::<(), Box<dyn std::error::Error>>::Ok(()) }
Many parameters of sounds, like volume and playback rate, can be smoothly transitioned to other values.
#![allow(unused)] fn main() { extern crate kira; use std::time::Duration; use kira::{ manager::{ AudioManager, AudioManagerSettings, backend::cpal::CpalBackend, }, sound::static_sound::{StaticSoundData, StaticSoundSettings}, tween::Tween, }; let mut manager = AudioManager::<CpalBackend>::new(AudioManagerSettings::default())?; let sound_data = StaticSoundData::from_file("sound.ogg", StaticSoundSettings::new())?; let mut sound = manager.play(sound_data)?; sound.set_volume( 0.5, Tween { duration: Duration::from_secs(2), ..Default::default() }, )?; Result::<(), Box<dyn std::error::Error>>::Ok(()) }
Some property setters allow you to set the value in different units. For example, volumes can be set in decibels:
#![allow(unused)] fn main() { extern crate kira; use std::time::Duration; use kira::{ manager::{ AudioManager, AudioManagerSettings, backend::cpal::CpalBackend, }, sound::static_sound::{StaticSoundData, StaticSoundSettings}, tween::Tween, Volume, }; let mut manager = AudioManager::<CpalBackend>::new(AudioManagerSettings::default())?; let sound_data = StaticSoundData::from_file("sound.ogg", StaticSoundSettings::new())?; let mut sound = manager.play(sound_data)?; sound.set_volume( Volume::Decibels(-3.0), Tween { duration: Duration::from_secs(2), ..Default::default() }, )?; Result::<(), Box<dyn std::error::Error>>::Ok(()) }
If you want to change a property instantaneously, use the default Tween
. It's
fast enough to sound instantaneous, but slow enough to avoid audio artifacts.
The Mixer
Kira has an internal mixer which works like a real-life mixing console. Sounds can be played on "tracks", which are individual streams of audio that can optionally have effects that modify the audio.
Creating and using tracks
The mixer has a "main" track by default, and you can add any number of
sub-tracks. To add a sub-track, use AudioManager::add_sub_track
.
#![allow(unused)] fn main() { extern crate kira; use std::error::Error; use kira::{ manager::{ AudioManager, AudioManagerSettings, backend::cpal::CpalBackend, }, track::TrackBuilder, }; let mut manager = AudioManager::<CpalBackend>::new(AudioManagerSettings::default())?; let track = manager.add_sub_track(TrackBuilder::default())?; Result::<(), Box<dyn Error>>::Ok(()) }
You can configure what track a sound will play on by modifying its settings.
This example uses StaticSoundSettings
, but StreamingSoundSettings
provides
the same option.
#![allow(unused)] fn main() { extern crate kira; use std::error::Error; use kira::{ manager::{ AudioManager, AudioManagerSettings, backend::cpal::CpalBackend, }, sound::static_sound::{StaticSoundData, StaticSoundSettings}, track::TrackBuilder, }; let mut manager = AudioManager::<CpalBackend>::new(AudioManagerSettings::default())?; let track = manager.add_sub_track(TrackBuilder::default())?; manager.play(StaticSoundData::from_file( "sound.ogg", StaticSoundSettings::new().track(&track), )?)?; Result::<(), Box<dyn Error>>::Ok(()) }
You can set the volume and panning of a track using TrackHandle::set_volume
and TrackHandle::set_panning
, respectively. The volume and panning settings
will affect all sounds being played on the track.
Effects
You can add effects to the track when creating it using
TrackBuilder::add_effect
. All sounds that are played on that track will have
the effects applied sequentially.
In this example, we'll use the Filter
effect, which in the low pass mode will
remove high frequencies from sounds, making them sound muffled.
#![allow(unused)] fn main() { extern crate kira; use std::error::Error; use kira::{ manager::{ AudioManager, AudioManagerSettings, backend::cpal::CpalBackend, }, sound::static_sound::{StaticSoundData, StaticSoundSettings}, track::{ TrackBuilder, effect::filter::FilterBuilder, }, }; let mut manager = AudioManager::<CpalBackend>::new(AudioManagerSettings::default())?; let track = manager.add_sub_track({ let mut builder = TrackBuilder::new(); builder.add_effect(FilterBuilder::new().cutoff(1000.0)); builder })?; manager.play(StaticSoundData::from_file( "sound.ogg", StaticSoundSettings::new().track(&track), )?)?; Result::<(), Box<dyn Error>>::Ok(()) }
TrackBuilder:add_effect
returns a handle that can be used to modify the effect
after the track has been created.
#![allow(unused)] fn main() { extern crate kira; use kira::{ manager::{ AudioManager, AudioManagerSettings, backend::cpal::CpalBackend, }, sound::static_sound::{StaticSoundData, StaticSoundSettings}, track::{effect::filter::FilterBuilder, TrackBuilder}, tween::Tween, }; let mut manager = AudioManager::<CpalBackend>::new(AudioManagerSettings::default())?; let mut filter; let track = manager.add_sub_track({ let mut builder = TrackBuilder::new(); filter = builder.add_effect(FilterBuilder::new().cutoff(1000.0)); builder })?; filter.set_cutoff(4000.0, Tween::default())?; Result::<(), Box<dyn std::error::Error>>::Ok(()) }
Track routing
By default, the output of all sub-tracks will be fed into the input of the main mixer track without any volume change. It can be useful to customize this behavior.
Let's say we want to be able to control the volume level of gameplay sounds separately from music. We may also want to apply effects to gameplay sounds that come from the player specifically.
We'll end up with a hierarchy like this:
┌──────────┐
│Main track│
└─▲──────▲─┘
│ │
│ │
┌────┴─┐ ┌┴────┐
│Sounds│ │Music│
└──▲───┘ └─────┘
│
┌──────┴──────┐
│Player sounds│
└─────────────┘
We can set up the sounds
and player_sounds
hierarchy using TrackRoutes
.
#![allow(unused)] fn main() { extern crate kira; use std::error::Error; use kira::{ manager::{ AudioManager, AudioManagerSettings, backend::cpal::CpalBackend, }, track::{TrackRoutes, TrackBuilder}, }; let mut manager = AudioManager::<CpalBackend>::new(AudioManagerSettings::default())?; let sounds = manager.add_sub_track(TrackBuilder::default())?; let player_sounds = manager.add_sub_track( TrackBuilder::new().routes(TrackRoutes::parent(&sounds)), )?; Result::<(), Box<dyn Error>>::Ok(()) }
The default TrackRoutes
has a single route to the main mixer track.
TrackRoutes::parent
will instead create a single route to the track of your
choosing.
You can also have one track feed its audio into multiple other tracks. This can be useful for sharing effects between tracks.
For example, let's say we have our sounds split up into player sounds and ambience. This game takes place in a vast cave, so we want all of the sounds to have a reverb effect. We want the ambience to have more reverb than the player sounds so that it feels farther away.
We could put separate reverb effects on both the player
and ambience
tracks.
Since both the player and the ambient sounds are in the same cave, we'll use the
same settings for both reverb effects, but we'll increase the mix
setting for
the ambience, since ambient sounds are supposed to have more reverb. This has
some downsides, however:
- Since most of the settings are supposed to be the same between the two tracks, if we want to change the reverb settings, we have to change them in two different places.
- We have two separate reverb effects running, which has a higher CPU cost than if we just had one.
A better alternative would be to make a separate reverb track that both the
player
and ambience
tracks are routed to.
┌──────────┐
┌────►Main track◄───────┐
│ └─▲────────┘ │
│ │ │
│ │ ┌───┴──┐
│ ┌────┼────────────►Reverb│
│ │ │ └──▲───┘
│ │ │ │
│ │ │ │
┌──┴─┴─┐ │ ┌────────┐ │
│Player│ └───┤Ambience├──┘
└──────┘ └────────┘
Here's what this looks like in practice:
#![allow(unused)] fn main() { extern crate kira; use std::error::Error; use kira::{ manager::{ AudioManager, AudioManagerSettings, backend::cpal::CpalBackend, }, track::{ TrackRoutes, TrackBuilder, effect::reverb::ReverbBuilder, }, }; let mut manager = AudioManager::<CpalBackend>::new(AudioManagerSettings::default())?; let reverb = manager.add_sub_track({ let mut builder = TrackBuilder::new(); builder.add_effect(ReverbBuilder::new().mix(1.0)); builder })?; let player = manager.add_sub_track( TrackBuilder::new().routes(TrackRoutes::new().with_route(&reverb, 0.25)), ); let ambience = manager.add_sub_track( TrackBuilder::new().routes(TrackRoutes::new().with_route(&reverb, 0.5)), ); Result::<(), Box<dyn Error>>::Ok(()) }
Let's look at this one step at a time:
let reverb = manager.add_sub_track({
let mut builder = TrackBuilder::new();
builder.add_effect(ReverbBuilder::new().mix(1.0));
builder
})?;
We create the reverb
track with a Reverb
effect. We set the mix
to 1.0
so that only the reverb signal is output from this track. We don't need any of
the dry signal to come out of this track, since the player
and ambience
tracks will already be outputting their dry signal to the main track.
let player = manager.add_sub_track(
TrackBuilder::new().routes(TrackRoutes::new().with_route(&reverb, 0.25)),
);
We create the player
track with two routes:
- The route to the main track with 100% volume. We don't have to set this one
explicitly because
TrackRoutes::new()
adds that route by default. - The route to the
reverb
track with 25% volume.
let ambience = manager.add_sub_track(
TrackBuilder::new().routes(TrackRoutes::new().with_route(&reverb, 0.5)),
);
The ambience
track is set up the same way, except the route to the reverb
track has 50% volume, giving us more reverb for these sounds.
Clocks
Creating clocks
Clocks can be used to set the start times of sounds and tweens. To create a
clock, use AudioManager::add_clock
.
#![allow(unused)] fn main() { extern crate kira; use kira::{ manager::{ AudioManager, AudioManagerSettings, backend::cpal::CpalBackend, }, ClockSpeed, }; let mut manager = AudioManager::<CpalBackend>::new(AudioManagerSettings::default())?; let mut clock = manager.add_clock(ClockSpeed::SecondsPerTick(1.0))?; clock.start()?; Result::<(), Box<dyn std::error::Error>>::Ok(()) }
You can specify the speed of the clock as seconds per tick, ticks per second, or ticks per minute.
Clocks are stopped when you first create them, so be sure to explicitly call
ClockHandle::start
when you want the clock to start ticking.
Starting sounds on clock ticks
Static sounds (and streaming sounds from the
kira-streaming
crate) can be set to
only start playing when a clock has ticked a certain number of times. You can
configure this using StaticSoundSettings::start_time
.
#![allow(unused)] fn main() { extern crate kira; use kira::{ clock::ClockTime, manager::{ AudioManager, AudioManagerSettings, backend::cpal::CpalBackend, }, sound::static_sound::{StaticSoundData, StaticSoundSettings}, StartTime, ClockSpeed, }; let mut manager = AudioManager::<CpalBackend>::new(AudioManagerSettings::default())?; let mut clock = manager.add_clock(ClockSpeed::SecondsPerTick(1.0))?; manager.play(StaticSoundData::from_file( "sound.ogg", StaticSoundSettings::new().start_time(StartTime::ClockTime(ClockTime { clock: clock.id(), ticks: 4, })), )?)?; clock.start()?; Result::<(), Box<dyn std::error::Error>>::Ok(()) }
As a shorthand, you can pass the ClockTime
directly into
StaticSoundSettings::start_time
.
#![allow(unused)] fn main() { extern crate kira; use kira::{ clock::ClockTime, manager::{ AudioManager, AudioManagerSettings, backend::cpal::CpalBackend, }, sound::static_sound::{StaticSoundData, StaticSoundSettings}, ClockSpeed, StartTime, }; let mut manager = AudioManager::<CpalBackend>::new( AudioManagerSettings::default(), )?; let mut clock = manager.add_clock(ClockSpeed::SecondsPerTick(1.0))?; manager.play(StaticSoundData::from_file( "sound.ogg", StaticSoundSettings::new().start_time(ClockTime { clock: clock.id(), ticks: 4, }), )?)?; clock.start()?; Result::<(), Box<dyn std::error::Error>>::Ok(()) }
As an even shorter hand, you can use ClockHandle::time
to get the clock's
current ClockTime
, and then add to it to get a time in the future:
#![allow(unused)] fn main() { extern crate kira; use kira::{ manager::{ AudioManager, AudioManagerSettings, backend::cpal::CpalBackend, }, sound::static_sound::{StaticSoundData, StaticSoundSettings}, ClockSpeed, }; let mut manager = AudioManager::<CpalBackend>::new( AudioManagerSettings::default(), )?; let mut clock = manager.add_clock(ClockSpeed::SecondsPerTick(1.0))?; manager.play(StaticSoundData::from_file( "sound.ogg", StaticSoundSettings::new().start_time(clock.time() + 4), )?)?; clock.start()?; Result::<(), Box<dyn std::error::Error>>::Ok(()) }
Starting tweens on clock ticks
You can also use clocks to set the start time of tweens. In this example, we set the playback rate of a sound to start tweening when a clock reaches its third tick.
#![allow(unused)] fn main() { extern crate kira; use std::time::Duration; use kira::{ manager::{ AudioManager, AudioManagerSettings, backend::cpal::CpalBackend, }, sound::static_sound::{StaticSoundData, StaticSoundSettings}, tween::Tween, ClockSpeed, StartTime, }; let mut manager = AudioManager::<CpalBackend>::new(AudioManagerSettings::default())?; let mut clock = manager.add_clock(ClockSpeed::SecondsPerTick(1.0))?; let mut sound = manager.play(StaticSoundData::from_file( "sound.ogg", StaticSoundSettings::default(), )?)?; sound.set_playback_rate( 0.5, Tween { start_time: StartTime::ClockTime(clock.time() + 3), duration: Duration::from_secs(2), ..Default::default() }, )?; clock.start()?; Result::<(), Box<dyn std::error::Error>>::Ok(()) }
Creating Sound
Implementations
Sounds in Kira have two phases:
- The
SoundData
phase: the user has created a sound, but it is not yet producing sound on the audio thread. If the sound data has settings, theyshould still be customizable at this point. - The
Sound
phase: the user has played the sound usingAudioManager::play
, which transfers ownership to the audio thread.
The SoundData
trait has the into_sound
function, which "splits" the sound
data into the live Sound
and a Handle
which the user can use to control the
sound from gameplay code.
Sound
s simply produce a Frame
of audio each time process
is called. A
Sound
can be a finite chunk of audio, an infinite stream of audio (e.g. voice
chat), or anything else.
Kira does not provide any tools for passing messages from gameplay code to a
Sound
or vice versa. (Internally, Kira uses the
ringbuf
crate for this purpose.)