pub struct AudioSourceBundle<Source = AudioSource>
where Source: Asset + Decodable,
{ pub source: Handle<Source>, pub settings: PlaybackSettings, }
Expand description

Bundle for playing a sound.

Insert this bundle onto an entity to trigger a sound source to begin playing.

If the handle refers to an unavailable asset (such as if it has not finished loading yet), the audio will not begin playing immediately. The audio will play when the asset is ready.

When Bevy begins the audio playback, an AudioSink component will be added to the entity. You can use that component to control the audio settings during playback.

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§source: Handle<Source>

Asset containing the audio data to play.

§settings: PlaybackSettings

Initial settings that the audio starts playing with. If you would like to control the audio while it is playing, query for the AudioSink component. Changes to this component will not be applied to already-playing audio.

Trait Implementations§

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impl<T> Default for AudioSourceBundle<T>
where T: Decodable + Asset,

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fn default() -> AudioSourceBundle<T>

Returns the “default value” for a type. Read more
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impl<Source> Bundle for AudioSourceBundle<Source>
where Source: Asset + Decodable,

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impl<Source> DynamicBundle for AudioSourceBundle<Source>
where Source: Asset + Decodable,

Auto Trait Implementations§

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impl<Source> Freeze for AudioSourceBundle<Source>
where Source: Sync + Send + TypePath + VisitAssetDependencies + 'static,

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impl<Source = AudioSource> !RefUnwindSafe for AudioSourceBundle<Source>

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impl<Source> Send for AudioSourceBundle<Source>
where Source: Sync + Send + TypePath + VisitAssetDependencies + 'static,

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impl<Source> Sync for AudioSourceBundle<Source>
where Source: Sync + Send + TypePath + VisitAssetDependencies + 'static,

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impl<Source> Unpin for AudioSourceBundle<Source>
where Source: Sync + Send + TypePath + VisitAssetDependencies + 'static,

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impl<Source = AudioSource> !UnwindSafe for AudioSourceBundle<Source>

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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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.
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where T: ?Sized,

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Immutably borrows from an owned value. Read more
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fn borrow_mut(&mut self) -> &mut T

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impl<T> Downcast<T> for T

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impl<T> Downcast for T
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Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T> FromWorld for T
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That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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