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:
- Any component that implements
PoolLabel PlaybackSettingsSamplePrioritySampleQueueLifetimeSampleEffects
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: RepeatModeSets the sample’s RepeatMode.
Defaults to RepeatMode::PlayOnce.
The RepeatMode can only be configured once at the beginning of playback.
volume: VolumeSets 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§
Source§impl SamplePlayer
impl SamplePlayer
Sourcepub fn new(handle: Handle<AudioSample>) -> Self
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.
Sourcepub fn looping(self) -> Self
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.
Sourcepub fn with_volume(self, volume: Volume) -> Self
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.
Trait Implementations§
Source§impl Clone for SamplePlayer
impl Clone for SamplePlayer
Source§fn clone(&self) -> SamplePlayer
fn clone(&self) -> SamplePlayer
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Component for SamplePlayer
Required Components: PlaybackSettings, SamplePriority, SampleQueueLifetime, QueuedSample, Name.
impl Component for SamplePlayer
Required Components: PlaybackSettings, SamplePriority, SampleQueueLifetime, QueuedSample, Name.
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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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 moreSource§impl Debug for SamplePlayer
impl Debug for SamplePlayer
Source§impl Default for SamplePlayer
impl Default for SamplePlayer
Source§impl FromReflect for SamplePlayer
impl FromReflect for SamplePlayer
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Self using,
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impl GetTypeRegistration for SamplePlayer
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fn get_type_registration() -> TypeRegistration
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fn register_type_dependencies(registry: &mut TypeRegistry)
Source§impl PartialReflect for SamplePlayer
impl PartialReflect for SamplePlayer
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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
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Source§impl Reflect for SamplePlayer
impl Reflect for SamplePlayer
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impl Struct for SamplePlayer
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impl TypePath for SamplePlayer
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impl Freeze for SamplePlayer
impl !RefUnwindSafe for SamplePlayer
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