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§
impl<Source> Resource for Audio<Source>where
Source: Asset + Decodable,
Audio<Source>: 'static + Send + Sync,
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§
§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. Read more§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
. Read more§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
. Read more§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s. Read more§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s. Read more§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given World