primitives/prelude/traits/
audio_manager.rs

1use crate::prelude::AudioChannel;
2
3/// Provides functions to control playback of audio: sounds, music etc.
4///
5pub trait AudioManager {
6    /// If true all audio playback is silenced.
7    fn is_mute(&self) -> bool;
8
9    /// Set the audio playback is silenced.
10    fn set_mute(&self, val: bool);
11
12    /// Begin playback of any specified sound.  Optional parameters allow further control.
13    /// 
14    /// # Arguments
15    /// 
16    /// * `id` - The unique id of the audio media asset.  Can be the className of a loaded asset library.
17    /// * `audio_channel_type` - Sounds can be assigned specific channels to allow transformation of groups of related sounds. (optional)
18    /// * `loops` - How many times the specified sound should repeat.  Set to -1 for continual loop. (optional, default: 1)
19    /// * `start_time` - Time displacement (ms) from the start of the sound file. (optional: default: 0)
20    /// * `volume` - Adjusts this sound's amplitude relative to the audioChannel.  0...1: 0 is silent, 1 is full. (optional, default 1.0)
21    /// * `pan` - Adjusts this sound's stereo effect relative to the audioChannel.  -1...1: -1 is left channel only, 0 is central, 1 is right channel only. (optional, default: 0.0)
22    /// * `is_ignored_if_playing` - If true and this sound is already playing in the specified channel the start request will be skipped.  If false there is a potential for the same sound to play over the top of itself. (optional, default: false)
23    /// * `on_complete_callback` - Callback method to execute on sound complete. (optional, default: None)
24    fn start(
25        &self,
26        id: String,
27        audio_channel_type: Option<AudioChannel>,
28        loops: Option<i32>,
29        start_time: Option<i32>,
30        volume: Option<f32>,
31        pan: Option<f32>,
32        is_ignored_if_playing: Option<bool>,
33        on_complete_callback: Option<Box<dyn Fn()>>,
34    );
35
36    /// End playback of any specified sound.  To stop all sounds on all channels, leave all parameters blank.
37    /// 
38    /// # Arguments
39    /// 
40    /// * `id` - The unique id of the audio media asset intended to be stopped.  If null will stop all sounds on the specific audioChannel. (optional)
41    /// * `audio_channel_type` - If specified will only stop sounds assigned to this channel. (optional)
42    fn stop(&self, id: Option<String>, audio_channel_type: Option<AudioChannel>);
43
44    /// Adjusts the playback of any specified sound.  To adjust all sounds, ommit id and audio_channel_type.
45    /// 
46    /// # Arguments
47    /// 
48    /// * `id` - The unique id of the audio media asset intended to be transformed.  If null will transform all sounds on the specific audioChannel. (optional)
49    /// * `audio_channel_type` - If specified will only transform sounds assigned to this channel. (optional)
50    /// * `volume` - Adjusts this sound's amplitude relative to the audioChannel.  0...1: 0 is silent, 1 is full. (optional, default: 1.0)
51    /// * `pan` - Adjusts this sound's stereo effect relative to the audioChannel.  -1...1: -1 is left channel only, 0 is central, 1 is right channel only. (optional, default: 0.0)
52    /// * `as_relative` - If true will adjust sounds relative to their original transformation.  If false will set them as absolute values. (optional, default: false)
53    /// 
54    fn transform(
55        &self,
56        id: Option<String>,
57        audio_channel_type: Option<AudioChannel>,
58        volume: Option<f32>,
59        pan: Option<f32>,
60        as_relative: Option<bool>,
61    );
62
63    /// Discover if a specified sound is playing.
64    /// Returns true if a match is found, otherwise false.
65    /// 
66    /// * `id` - The unique id of the audio media asset under investigation.  If null will search entire audioChannel for activity. (optional)
67    /// * `audio_channel_type` - If specified will only investigate the specified channel.  If ommitted will investigate all channels. (optional)
68    ///
69    fn is_playing(&self, id: Option<String>, audio_channel_type: Option<AudioChannel>) -> bool;
70}