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SceneAudio

Struct SceneAudio 

Source
pub struct SceneAudio {
    voice: Pending<(), Option<Entity>>,
    settled: Vec<((), Settled<Option<Entity>>)>,
    installed: bool,
}
Expand description

The music, living on its own entity in the gameplay world.

It asks the audio world for the synthesizer’s voice once, when it is built, then spends that voice on the two tracks the scene plays: the background loop, which starts on its own, and the demo sequence, which waits for the panel.

Fields§

§voice: Pending<(), Option<Entity>>

The voice the audio world owes, and the answer once it comes.

The install is one request, asked when the state is built: what it names is nothing but itself, so it is asked under no key at all.

§settled: Vec<((), Settled<Option<Entity>>)>

Where the answer lands, reused across ticks.

§installed: bool

Whether the answer has landed, so the scene stops looking.

Implementations§

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impl SceneAudio

Source

pub fn new(scene: &Scene, soundfont: Arc<[u8]>) -> Self

The music state, asking the audio world for a synthesizer built from soundfont.

The install is asked here rather than on a tick because it is asked once: the soundfont goes into the job, and the state keeps nothing of it.

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