Struct AudioManager

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pub struct AudioManager { /* private fields */ }
Expand description

You will interact with the AudioManager for all audio needs in Rusty Engine. It is exposed through the Engine struct provided to your logic function each frame as the audio_manager field. It is also accessible through the Game struct in your main function.

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impl AudioManager

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pub fn play_sfx<S: Into<String>>(&mut self, sfx: S, volume: f32)

Play a sound effect. volume ranges from 0.0 to 1.0. sfx can be an SfxPreset or a string containing the relative path/filename of a sound file within the assets/ directory. Sound effects are “fire and forget”. They will play to completion and then stop. Multiple sound effects will be mixed and play simultaneously.

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pub fn play_music<S: Into<String>>(&mut self, music: S, volume: f32)

Play looping music. volume ranges from 0.0 to 1.0. Music will loop until stopped with stop_music. Playing music stops any previously playing music. music can be a MusicPreset or a string containing the relative path/filename of a sound file within the assets/ directory.

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pub fn stop_music(&mut self)

Stop any music currently playing. Ignored if no music is currently playing.

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pub fn music_playing(&self) -> bool

Whether music is currently playing.

Trait Implementations§

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impl Debug for AudioManager

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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 AudioManager

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fn default() -> AudioManager

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

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