Struct bevy::prelude::AudioSourceBundle

pub struct AudioSourceBundle<Source = AudioSource>
where Source: Asset + Decodable,
{ 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.

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§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§

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impl<T> Clone for AudioSourceBundle<T>
where T: Asset + Decodable,

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fn clone(&self) -> AudioSourceBundle<T>

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl<T> Default for AudioSourceBundle<T>
where T: Decodable + Asset,

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fn default() -> AudioSourceBundle<T>

Returns the “default value” for a type. Read more
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impl<Source> Bundle for AudioSourceBundle<Source>
where Source: Asset + Decodable,

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impl<Source> DynamicBundle for AudioSourceBundle<Source>
where Source: Asset + Decodable,

Auto Trait Implementations§

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impl<Source> Freeze for AudioSourceBundle<Source>

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impl<Source = AudioSource> !RefUnwindSafe for AudioSourceBundle<Source>

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impl<Source> Send for AudioSourceBundle<Source>

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impl<Source> Sync for AudioSourceBundle<Source>

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impl<Source> Unpin for AudioSourceBundle<Source>

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impl<Source = AudioSource> !UnwindSafe for AudioSourceBundle<Source>

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