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SamplePlayer

Struct SamplePlayer 

Source
pub struct SamplePlayer {
    pub sample: Handle<AudioSample>,
    pub repeat_mode: RepeatMode,
    pub volume: Volume,
}
Expand description

A component that queues sample playback.

§Playing sounds

Playing a sound is very simple!

fn play_sound(mut commands: Commands, server: Res<AssetServer>) {
    commands.spawn(SamplePlayer::new(server.load("my_sample.wav")));
}

This queues playback in a SamplerPool. When no effects are applied, samples are played in the DefaultPool.

The SamplePlayer component includes two fields that cannot change during playback: repeat_mode and volume. Because SamplePlayer is immutable, these can only be changed by re-inserting, which subsequently stops and restarts playback. To update a sample’s volume dynamically, consider adding a VolumeNode as an effect.

§Lifecycle

By default, entities with a SamplePlayer component are despawned when playback completes. If you insert SamplePlayer components on gameplay entities such as the player or enemies, you’ll probably want to set PlaybackSettings::on_complete to OnComplete::Remove or even OnComplete::Preserve.

#[derive(Component)]
struct Player;

fn play_sound_on_player(
    player: Single<Entity, With<Player>>,
    server: Res<AssetServer>,
    mut commands: Commands,
) {
    commands.entity(*player).insert((
        SamplePlayer::new(server.load("my_sample.wav")),
        PlaybackSettings::default().remove(),
    ));
}

§Applying effects

Effects can be applied directly to a sample entity with SampleEffects.

fn play_with_effects(mut commands: Commands, server: Res<AssetServer>) {
    commands.spawn((
        SamplePlayer::new(server.load("my_sample.wav")),
        sample_effects![
            SpatialBasicNode::default(),
            LowPassNode { frequency: 500.0 }
        ],
    ));
}

In the above example, we connect a spatial and low-pass node in series with the sample player. Effects are arranged in the order they’re spawned, so the output of the spatial node is connected to the input of the low-pass node.

When you apply effects to a sample player, the node components are added using the SampleEffects relationships. If you want to access the effects in terms of the sample they’re applied to, you can break up your queries and use the EffectsQuery trait.

commands.spawn((
    // We'll look for sample player entities with the name "dynamic"
    Name::new("dynamic"),
    SamplePlayer::new(server.load("my_sample.wav")),
    sample_effects![VolumeNode::default()],
));

fn update_volume(
    sample_players: Query<(&Name, &SampleEffects)>,
    mut volume: Query<&mut VolumeNode>,
) -> Result {
    for (name, effects) in &sample_players {
        if name.as_str() == "dynamic" {
            // Once we've found the target entity, we can get at
            // its effects with `EffectsQuery`
            volume.get_effect_mut(effects)?.volume = Volume::Decibels(-6.0);
        }
    }

    Ok(())
}

Applying effects directly to a SamplePlayer is simple, but it has some tradeoffs, so you may find yourself gravitating towards manually defined SamplerPools as your requirements grow.

§Supporting components

A SamplePlayer can be spawned with a number of components:

Altogether, that would look like:

commands.spawn((
    DefaultPool,
    SamplePlayer {
        sample: server.load("my_sample.wav"),
        repeat_mode: RepeatMode::PlayOnce,
        volume: Volume::UNITY_GAIN,
    },
    PlaybackSettings {
        play: Notify::new(true),
        play_from: PlayFrom::BEGINNING,
        speed: 1.0,
        on_complete: OnComplete::Despawn,
    },
    SamplePriority(0),
    SampleQueueLifetime(std::time::Duration::from_millis(100)),
    sample_effects![SpatialBasicNode::default()],
));

Once a sample has been queued in a pool, the Sampler component will be inserted, which provides information about the playhead position and playback status.

Fields§

§sample: Handle<AudioSample>

The sample to play.

§repeat_mode: RepeatMode

Sets the sample’s RepeatMode.

Defaults to RepeatMode::PlayOnce.

The RepeatMode can only be configured once at the beginning of playback.

§volume: Volume

Sets the volume of the sample.

Defaults to Volume::UNITY_GAIN.

This volume can only be configured once at the beginning of playback. For dynamic volume, consider routing to buses or applying VolumeNode as an effect.

Implementations§

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impl SamplePlayer

Source

pub fn new(handle: Handle<AudioSample>) -> Self

Construct a new SamplePlayer.

fn play_sound(mut commands: Commands, server: Res<AssetServer>) {
    commands.spawn(SamplePlayer::new(server.load("my_sample.wav")));
}

This immediately queues up the sample for playback.

Source

pub fn looping(self) -> Self

Enable looping playback.

fn play_sound(mut commands: Commands, server: Res<AssetServer>) {
    commands.spawn(SamplePlayer::new(server.load("my_sample.wav")).looping());
}

Looping can only be configured once at the beginning of playback.

Source

pub fn with_volume(self, volume: Volume) -> Self

Set the overall sample volume.

fn play_sound(mut commands: Commands, server: Res<AssetServer>) {
    commands.spawn(
        SamplePlayer::new(server.load("my_sample.wav")).with_volume(Volume::Decibels(-6.0)),
    );
}

This volume can only be configured once at the beginning of playback. For dynamic volume, consider routing to buses or applying VolumeNode as an effect.

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impl Clone for SamplePlayer

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fn clone(&self) -> SamplePlayer

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for SamplePlayer
where Self: Send + Sync + 'static,

A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.

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const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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type Mutability = Immutable

A marker type to assist Bevy with determining if this component is mutable, or immutable. Mutable components will have Component<Mutability = Mutable>, while immutable components will instead have Component<Mutability = Immutable>. Read more
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fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )

Registers required components. Read more
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fn clone_behavior() -> ComponentCloneBehavior

Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
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fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Self>>

Returns ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read more
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fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_add ComponentHook for this Component if one is defined.
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_insert ComponentHook for this Component if one is defined.
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fn on_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_replace ComponentHook for this Component if one is defined.
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fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_remove ComponentHook for this Component if one is defined.
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_despawn ComponentHook for this Component if one is defined.
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)
where E: EntityMapper,

Maps the entities on this component using the given EntityMapper. This is used to remap entities in contexts like scenes and entity cloning. When deriving Component, this is populated by annotating fields containing entities with #[entities] Read more
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impl Debug for SamplePlayer

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for SamplePlayer

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl FromReflect for SamplePlayer

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fn from_reflect(reflect: &dyn PartialReflect) -> Option<Self>

Constructs a concrete instance of Self from a reflected value.
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fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>

Attempts to downcast the given value to Self using, constructing the value using from_reflect if that fails. Read more
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impl GetTypeRegistration for SamplePlayer

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fn get_type_registration() -> TypeRegistration

Returns the default TypeRegistration for this type.
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fn register_type_dependencies(registry: &mut TypeRegistry)

Registers other types needed by this type. Read more
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impl PartialReflect for SamplePlayer

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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>

Returns the TypeInfo of the type represented by this value. Read more
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fn try_apply(&mut self, value: &dyn PartialReflect) -> Result<(), ApplyError>

Tries to apply a reflected value to this value. Read more
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fn reflect_kind(&self) -> ReflectKind

Returns a zero-sized enumeration of “kinds” of type. Read more
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fn reflect_ref(&self) -> ReflectRef<'_>

Returns an immutable enumeration of “kinds” of type. Read more
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fn reflect_mut(&mut self) -> ReflectMut<'_>

Returns a mutable enumeration of “kinds” of type. Read more
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fn reflect_owned(self: Box<Self>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
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fn try_into_reflect( self: Box<Self>, ) -> Result<Box<dyn Reflect>, Box<dyn PartialReflect>>

Attempts to cast this type to a boxed, fully-reflected value.
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fn try_as_reflect(&self) -> Option<&dyn Reflect>

Attempts to cast this type to a fully-reflected value.
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fn try_as_reflect_mut(&mut self) -> Option<&mut dyn Reflect>

Attempts to cast this type to a mutable, fully-reflected value.
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fn into_partial_reflect(self: Box<Self>) -> Box<dyn PartialReflect>

Casts this type to a boxed, reflected value. Read more
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fn as_partial_reflect(&self) -> &dyn PartialReflect

Casts this type to a reflected value. Read more
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fn as_partial_reflect_mut(&mut self) -> &mut dyn PartialReflect

Casts this type to a mutable, reflected value. Read more
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Returns a “partial equality” comparison result. Read more
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Attempts to clone Self using reflection. Read more
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fn apply(&mut self, value: &(dyn PartialReflect + 'static))

Applies a reflected value to this value. Read more
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fn to_dynamic(&self) -> Box<dyn PartialReflect>

Converts this reflected value into its dynamic representation based on its kind. Read more
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fn reflect_clone_and_take<T>(&self) -> Result<T, ReflectCloneError>
where T: 'static, Self: Sized + TypePath,

For a type implementing PartialReflect, combines reflect_clone and take in a useful fashion, automatically constructing an appropriate ReflectCloneError if the downcast fails. Read more
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fn reflect_hash(&self) -> Option<u64>

Returns a hash of the value (which includes the type). Read more
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Debug formatter for the value. Read more
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fn is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
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impl Reflect for SamplePlayer

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fn into_any(self: Box<Self>) -> Box<dyn Any>

Returns the value as a Box<dyn Any>. Read more
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fn as_any(&self) -> &dyn Any

Returns the value as a &dyn Any. Read more
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fn as_any_mut(&mut self) -> &mut dyn Any

Returns the value as a &mut dyn Any. Read more
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fn into_reflect(self: Box<Self>) -> Box<dyn Reflect>

Casts this type to a boxed, fully-reflected value.
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fn as_reflect(&self) -> &dyn Reflect

Casts this type to a fully-reflected value.
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fn as_reflect_mut(&mut self) -> &mut dyn Reflect

Casts this type to a mutable, fully-reflected value.
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fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>

Performs a type-checked assignment of a reflected value to this value. Read more
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impl Struct for SamplePlayer

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fn field(&self, name: &str) -> Option<&dyn PartialReflect>

Returns a reference to the value of the field named name as a &dyn PartialReflect.
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fn field_mut(&mut self, name: &str) -> Option<&mut dyn PartialReflect>

Returns a mutable reference to the value of the field named name as a &mut dyn PartialReflect.
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fn field_at(&self, index: usize) -> Option<&dyn PartialReflect>

Returns a reference to the value of the field with index index as a &dyn PartialReflect.
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fn field_at_mut(&mut self, index: usize) -> Option<&mut dyn PartialReflect>

Returns a mutable reference to the value of the field with index index as a &mut dyn PartialReflect.
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fn name_at(&self, index: usize) -> Option<&str>

Returns the name of the field with index index.
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fn field_len(&self) -> usize

Returns the number of fields in the struct.
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fn iter_fields(&self) -> FieldIter<'_>

Returns an iterator over the values of the reflectable fields for this struct.
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fn to_dynamic_struct(&self) -> DynamicStruct

Creates a new DynamicStruct from this struct.
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fn get_represented_struct_info(&self) -> Option<&'static StructInfo>

Will return None if TypeInfo is not available.
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impl TypePath for SamplePlayer

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
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fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
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Returns the name of the type, or None if it is anonymous. Read more
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fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl Typed for SamplePlayer

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.

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Gets the TypeId of self. Read more
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Immutably borrows from an owned value. Read more
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impl<C> Bundle for C
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fn component_ids( components: &mut ComponentsRegistrator<'_>, ) -> impl Iterator<Item = ComponentId> + use<C>

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Return a iterator over this Bundle’s component ids. This will be None if the component has not been registered.
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🔬This is a nightly-only experimental API. (clone_to_uninit)
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impl<C> DynamicBundle for C
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type Effect = ()

An operation on the entity that happens after inserting this bundle.
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unsafe fn get_components( ptr: MovingPtr<'_, C>, func: &mut impl FnMut(StorageType, OwningPtr<'_>), ) -> <C as DynamicBundle>::Effect

Moves the components out of the bundle. Read more
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unsafe fn apply_effect( _ptr: MovingPtr<'_, MaybeUninit<C>>, _entity: &mut EntityWorldMut<'_>, )

Applies the after-effects of spawning this bundle. Read more
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fn from(t: T) -> T

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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fn into_result(self) -> Result<T, RunSystemError>

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impl<F, T> IntoSample<T> for F
where T: FromSample<F>,

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fn into_sample(self) -> T

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impl<T, U> ToSample<U> for T
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fn to_sample_(self) -> U

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