Run handle_lifetime only when AudioSink is added to the world (#17637)
# Objective Fixes: https://discord.com/channels/691052431525675048/756998293665349712/1335019849516056586 ## Solution Let's wait till `AudioSInk` will be added to the world. ## Testing Run ios example
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@ -37,7 +37,16 @@ fn main() {
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// This can help reduce cpu usage on mobile devices
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.insert_resource(WinitSettings::mobile())
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.add_systems(Startup, (setup_scene, setup_music))
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.add_systems(Update, (touch_camera, button_handler, handle_lifetime))
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.add_systems(
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Update,
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(
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touch_camera,
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button_handler,
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// Only run the lifetime handler when an [`AudioSink`] component exists in the world.
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// This ensures we don't try to manage audio that hasn't been initialized yet.
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handle_lifetime.run_if(any_with_component::<AudioSink>),
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),
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)
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.run();
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}
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