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instance_control.rs
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instance_control.rs
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use bevy::prelude::*;
use bevy_kira_audio::prelude::*;
// This example demonstrates how to control a single audio instance
// This kind of control is not deferred to the end of the current frame. The audio command is
// sent to the audio thread immediately.
fn main() {
App::new()
.add_plugins((DefaultPlugins, AudioPlugin))
.add_systems(Startup, play_loop)
.add_systems(Update, instance_control)
.run();
}
fn instance_control(
handle: Res<InstanceHandle>,
mut audio_instances: ResMut<Assets<AudioInstance>>,
input: Res<ButtonInput<MouseButton>>,
) {
if let Some(instance) = audio_instances.get_mut(&handle.0) {
if input.just_pressed(MouseButton::Left) {
match instance.state() {
PlaybackState::Paused { .. } => {
// There are a lot of control methods defined on the instance
instance.resume(AudioTween::default());
}
PlaybackState::Playing { .. } => {
instance.pause(AudioTween::default());
}
_ => {}
}
}
}
}
#[derive(Resource)]
struct InstanceHandle(Handle<AudioInstance>);
fn play_loop(mut commands: Commands, asset_server: Res<AssetServer>, audio: Res<Audio>) {
let handle = audio
.play(asset_server.load("sounds/loop.ogg"))
.looped()
.handle();
commands.insert_resource(InstanceHandle(handle));
commands.spawn(Camera2d);
commands.spawn(Text::new(
r#"
This example demonstrates how to control a single audio instance
Left-click to toggle the audio"#,
));
}