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//! Audio sample components.
use crateVolume;
use ;
use ;
use Duration;
pub use ;
/// A component that queues sample playback.
///
/// ## Playing sounds
///
/// Playing a sound is very simple!
///
/// ```
/// # use bevy::prelude::*;
/// # use bevy_seedling::prelude::*;
/// fn play_sound(mut commands: Commands, server: Res<AssetServer>) {
/// commands.spawn(SamplePlayer::new(server.load("my_sample.wav")));
/// }
/// ```
///
/// This queues playback in a [`SamplerPool`][crate::prelude::SamplerPool].
/// When no effects are applied, samples are played in the
/// [`DefaultPool`][crate::prelude::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`][crate::prelude::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`].
///
/// ```
/// # use bevy::prelude::*;
/// # use bevy_seedling::prelude::*;
/// #[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 {
/// on_complete: OnComplete::Remove,
/// ..Default::default()
/// },
/// ));
/// }
/// ```
///
/// ## Applying effects
///
/// Effects can be applied directly to a sample entity with
/// [`SampleEffects`][crate::prelude::SampleEffects].
///
/// ```
/// # use bevy::prelude::*;
/// # use bevy_seedling::prelude::*;
/// 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`][crate::prelude::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`][crate::prelude::EffectsQuery] trait.
///
/// ```
/// # use bevy::prelude::*;
/// # use bevy_seedling::prelude::*;
/// # fn play_sound(mut commands: Commands, server: Res<AssetServer>) {
/// 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][crate::pool::dynamic#when-to-use-dynamic-pools], so you may
/// find yourself gravitating towards manually defined [`SamplerPool`][crate::prelude::SamplerPool]s as your
/// requirements grow.
///
/// ## Supporting components
///
/// A [`SamplePlayer`] can be spawned with a number of components:
/// - Any component that implements [`PoolLabel`][crate::prelude::PoolLabel]
/// - [`PlaybackSettings`]
/// - [`SamplePriority`]
/// - [`SampleQueueLifetime`]
/// - [`SampleEffects`][crate::prelude::SampleEffects]
///
/// Altogether, that would look like:
///
/// ```
/// # use bevy::prelude::*;
/// # use bevy_seedling::{prelude::*, sample::SampleQueueLifetime};
/// # fn spatial_pool(mut commands: Commands, server: Res<AssetServer>) {
/// commands.spawn((
/// DefaultPool,
/// SamplePlayer {
/// sample: server.load("my_sample.wav"),
/// repeat_mode: RepeatMode::PlayOnce,
/// volume: Volume::UNITY_GAIN,
/// },
/// PlaybackSettings {
/// playback: Notify::new(PlaybackState::Play { delay: None }),
/// playhead: Notify::new(Playhead::Seconds(0.0)),
/// speed: 1.0,
/// on_complete: OnComplete::Remove,
/// },
/// SamplePriority(0),
/// SampleQueueLifetime(std::time::Duration::from_millis(100)),
/// sample_effects![SpatialBasicNode::default()],
/// ));
/// # }
/// ```
///
/// Once a sample has been queued in a pool, the [`Sampler`][crate::pool::Sampler] component
/// will be inserted, which provides information about the
/// playhead position and playback status.
/// Provide explicit priorities for samples.
///
/// Samples with higher priorities are queued before, and cannot
/// be interrupted by, those with lower priorities. This allows you
/// to confidently play music, stingers, and key sound effects even in
/// highly congested pools.
///
/// ```
/// # use bevy::prelude::*;
/// # use bevy_seedling::prelude::*;
/// # fn priority(mut commands: Commands, server: Res<AssetServer>) {
/// commands.spawn((
/// SamplePlayer::new(server.load("important_music.wav")).looping(),
/// // Ensure this sample is definitely played and without interruption
/// SamplePriority(10),
/// ));
/// # }
/// ```
;
/// The maximum duration of time that a sample will wait for an available sampler.
///
/// The timer begins once the sample asset has loaded and after the sample player has been skipped
/// at least once. If the sample player is not queued for playback within this duration,
/// it will be considered to have completed playback.
///
/// The default lifetime is 100ms.
;
/// Determines what happens when a sample completes playback.
///
/// This will not trigger for looping samples unless they are stopped.
/// Sample parameters that can change during playback.
///
/// These parameters will apply to samples immediately, so
/// you can choose to begin playback wherever you'd like,
/// or even start with the sample paused.
///
/// ```
/// # use bevy_seedling::prelude::*;
/// # use bevy::prelude::*;
/// fn play_with_params(mut commands: Commands, server: Res<AssetServer>) {
/// commands.spawn((
/// SamplePlayer::new(server.load("my_sample.wav")),
/// // You can start one second in
/// PlaybackSettings {
/// playhead: Notify::new(Playhead::Seconds(1.0)),
/// ..Default::default()
/// },
/// ));
///
/// commands.spawn((
/// SamplePlayer::new(server.load("my_sample.wav")),
/// // Or even spawn with paused playback
/// PlaybackSettings {
/// playback: Notify::new(PlaybackState::Pause),
/// ..Default::default()
/// },
/// ));
/// }
/// ```
/// A marker struct for entities that are waiting
/// for asset loading and playback assignment.
;
pub use PitchRange;
pub use RandomPlugin;