Expand description
The scene’s music: the synthesizer’s voice, and the sequences played into it.
The audio world is a world of its own, so the scene reaches it through jobs. Installing the voice is one question: it builds the voice and answers the entity that carries it, and every note the gameplay world plays is addressed to that entity afterwards. The sequences themselves live in the gameplay world, with the clocks that advance them, so a track’s play state is a component field rather than a job.
Re-exports§
use std::sync::Arc;🔒use unlit_ecs::Bundle;🔒use unlit_ecs::DynamicBundle;🔒use unlit_ecs::Entity;🔒use unlit_ecs::Scope;🔒use unlit_ecs::World;🔒use unlit_ecs::bundle;🔒use super::Scene;🔒use super::music::bgm_midi;🔒use super::music::sequence_midi;🔒use super::tick::advancing;🔒use unlit3dx::prelude::*;🔒
Structs§
- Music 🔒
- The music and the tick that starts it, spawned together.
- Playing
Track 🔒 - One track and the tick that advances it, spawned together.
- Scene
Audio - The music, living on its own entity in the gameplay world.
- Scene
Tracks - The tracks the control panel transports.
- Track
- One sequence playing into the audio world.
Enums§
- Audio
Setup - How a scene’s audio world gets its synthesizer and its output.
Functions§
- install_
synth - Install the demo’s synthesizer on an audio world, answering the entity that carries it.
- start_
tracks 🔒 - Put the scene’s two sequences on the gameplay world, playing into
voice.