pub struct Audio<Source = AudioSource> where
Source: Asset + Decodable, { /* private fields */ }
Expand description
Use this resource to play audio
fn play_audio_system(asset_server: Res<AssetServer>, audio: Res<Audio>) {
audio.play(asset_server.load("my_sound.ogg"));
}
Implementations
impl<Source> Audio<Source> where
Source: Asset + Decodable,
impl<Source> Audio<Source> where
Source: Asset + Decodable,
pub fn play(&self, audio_source: Handle<Source>) -> Handle<AudioSink>
pub fn play(&self, audio_source: Handle<Source>) -> Handle<AudioSink>
Play audio from a Handle
to the audio source
fn play_audio_system(asset_server: Res<AssetServer>, audio: Res<Audio>) {
audio.play(asset_server.load("my_sound.ogg"));
}
Returns a weak Handle
to the AudioSink
. If this handle isn’t changed to a
strong one, the sink will be detached and the sound will continue playing. Changing it
to a strong handle allows for control on the playback through the AudioSink
asset.
fn play_audio_system(
asset_server: Res<AssetServer>,
audio: Res<Audio>,
audio_sinks: Res<Assets<AudioSink>>,
) {
// This is a weak handle, and can't be used to control playback.
let weak_handle = audio.play(asset_server.load("my_sound.ogg"));
// This is now a strong handle, and can be used to control playback.
let strong_handle = audio_sinks.get_handle(weak_handle);
}
pub fn play_with_settings(
&self,
audio_source: Handle<Source>,
settings: PlaybackSettings
) -> Handle<AudioSink>
pub fn play_with_settings(
&self,
audio_source: Handle<Source>,
settings: PlaybackSettings
) -> Handle<AudioSink>
Play audio from a Handle
to the audio source with PlaybackSettings
that
allows looping or changing volume from the start.
fn play_audio_system(asset_server: Res<AssetServer>, audio: Res<Audio>) {
audio.play_with_settings(
asset_server.load("my_sound.ogg"),
PlaybackSettings::LOOP.with_volume(0.75),
);
}
See Self::play
on how to control playback once it’s started.
Trait Implementations
Auto Trait Implementations
impl<Source = AudioSource> !RefUnwindSafe for Audio<Source>
impl<Source> Send for Audio<Source>
impl<Source> Sync for Audio<Source>
impl<Source> Unpin for Audio<Source>
impl<Source> UnwindSafe for Audio<Source>
Blanket Implementations
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_images: &HashMap<Handle<Image>, <Image as RenderAsset>::PreparedAsset, RandomState, Global>
) -> U
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_images: &HashMap<Handle<Image>, <Image as RenderAsset>::PreparedAsset, RandomState, Global>
) -> U
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