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: boolWhether the answer has landed, so the scene stops looking.
Implementations§
Source§impl SceneAudio
impl SceneAudio
Auto Trait Implementations§
impl !Unpin for SceneAudio
impl !UnsafeUnpin for SceneAudio
impl Forget for SceneAudio
impl Freeze for SceneAudio
impl RefUnwindSafe for SceneAudio
impl Send for SceneAudio
impl Sync for SceneAudio
impl UnwindSafe for SceneAudio
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