# Objective
Currently toggling an `AudioSink` (for example from a game menu) requires writing
```rs
if sink.is_paused() {
    sink.play();
} else {
    sink.pause();
}
```
It would be nicer if we could reduce this down to a single line
```rs
sink.toggle();
```
## Solution
Add an `AudioSink::toggle` method which does exactly that.
---
## Changelog
- Added `AudioSink::toggle` which can be used to toggle state of a sink.
		
	
			
		
			
				
	
	
		
			64 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			64 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to load and play an audio file, and control how it's played.
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use bevy::{audio::AudioSink, prelude::*};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_startup_system(setup)
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        .add_system(update_speed)
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        .add_system(pause)
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        .add_system(volume)
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        .run();
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}
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fn setup(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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    audio: Res<Audio>,
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    audio_sinks: Res<Assets<AudioSink>>,
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) {
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    let music = asset_server.load("sounds/Windless Slopes.ogg");
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    let handle = audio_sinks.get_handle(audio.play(music));
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    commands.insert_resource(MusicController(handle));
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}
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#[derive(Resource)]
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struct MusicController(Handle<AudioSink>);
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fn update_speed(
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    audio_sinks: Res<Assets<AudioSink>>,
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    music_controller: Res<MusicController>,
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    time: Res<Time>,
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) {
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    if let Some(sink) = audio_sinks.get(&music_controller.0) {
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        sink.set_speed(((time.elapsed_seconds() / 5.0).sin() + 1.0).max(0.1));
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    }
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}
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fn pause(
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    keyboard_input: Res<Input<KeyCode>>,
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    audio_sinks: Res<Assets<AudioSink>>,
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    music_controller: Res<MusicController>,
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) {
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    if keyboard_input.just_pressed(KeyCode::Space) {
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        if let Some(sink) = audio_sinks.get(&music_controller.0) {
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            sink.toggle();
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        }
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    }
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}
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fn volume(
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    keyboard_input: Res<Input<KeyCode>>,
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    audio_sinks: Res<Assets<AudioSink>>,
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    music_controller: Res<MusicController>,
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) {
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    if let Some(sink) = audio_sinks.get(&music_controller.0) {
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        if keyboard_input.just_pressed(KeyCode::Plus) {
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            sink.set_volume(sink.volume() + 0.1);
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        } else if keyboard_input.just_pressed(KeyCode::Minus) {
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            sink.set_volume(sink.volume() - 0.1);
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        }
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    }
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}
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