pub struct AudioSink { /* private fields */ }
Expand description
Asset controlling the playback of a sound
// Execution of this system should be controlled by a state or input,
// otherwise it would just toggle between play and pause every frame.
fn pause(
audio_sinks: Res<Assets<AudioSink>>,
music_controller: Local<Handle<AudioSink>>,
) {
if let Some(sink) = audio_sinks.get(&*music_controller) {
if sink.is_paused() {
sink.play()
} else {
sink.pause()
}
}
}
Trait Implementations§
§impl AudioSinkPlayback for AudioSink
impl AudioSinkPlayback for AudioSink
§fn set_volume(&self, volume: f32)
fn set_volume(&self, volume: f32)
Changes the volume of the sound. Read more
Auto Trait Implementations§
impl RefUnwindSafe for AudioSink
impl Send for AudioSink
impl Sync for AudioSink
impl Unpin for AudioSink
impl UnwindSafe for AudioSink
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere U: ShaderType, &'a T: for<'a> Into<U>,
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
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