Struct bevy::audio::prelude::Audio

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§

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);
}

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§

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