Struct bevy_internal::audio::prelude::AudioSourceBundle
source · pub struct AudioSourceBundle<Source = AudioSource>{
pub source: Handle<Source>,
pub settings: PlaybackSettings,
}
Expand description
Bundle for playing a sound.
Insert this bundle onto an entity to trigger a sound source to begin playing.
If the handle refers to an unavailable asset (such as if it has not finished loading yet), the audio will not begin playing immediately. The audio will play when the asset is ready.
When Bevy begins the audio playback, an AudioSink
component will be
added to the entity. You can use that component to control the audio settings during playback.
Fields§
§source: Handle<Source>
Asset containing the audio data to play.
settings: PlaybackSettings
Initial settings that the audio starts playing with.
If you would like to control the audio while it is playing,
query for the AudioSink
component.
Changes to this component will not be applied to already-playing audio.
Trait Implementations§
source§impl<T> Default for AudioSourceBundle<T>
impl<T> Default for AudioSourceBundle<T>
source§fn default() -> AudioSourceBundle<T>
fn default() -> AudioSourceBundle<T>
Returns the “default value” for a type. Read more
impl<Source> Bundle for AudioSourceBundle<Source>
impl<Source> DynamicBundle for AudioSourceBundle<Source>
Auto Trait Implementations§
impl<Source = AudioSource> !RefUnwindSafe for AudioSourceBundle<Source>
impl<Source> Send for AudioSourceBundle<Source>
impl<Source> Sync for AudioSourceBundle<Source>
impl<Source> Unpin for AudioSourceBundle<Source>
impl<Source = AudioSource> !UnwindSafe for AudioSourceBundle<Source>
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
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T: Any,
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source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
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