# Objective
`AudioPlayer::<AudioSource>(assets.load("audio.mp3"))` is awkward and
complicated to type because the `AudioSource` generic type cannot be
elided. This is especially annoying because `AudioSource` is used in the
majority of cases. Most users don't need to think about it.
## Solution
Add an `AudioPlayer::new()` function that is hard-coded to
`AudioSource`, allowing `AudioPlayer::new(assets.load("audio.mp3"))`.
Prefer using that in the relevant places.
		
	
			
		
			
				
	
	
		
			40 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			40 lines
		
	
	
		
			1.2 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::{math::ops, 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_systems(Startup, setup)
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        .add_systems(Update, (update_speed, pause, volume))
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        .run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn((
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        AudioPlayer::new(asset_server.load("sounds/Windless Slopes.ogg")),
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        MyMusic,
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    ));
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}
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#[derive(Component)]
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struct MyMusic;
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fn update_speed(sink: Single<&AudioSink, With<MyMusic>>, time: Res<Time>) {
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    sink.set_speed((ops::sin(time.elapsed_secs() / 5.0) + 1.0).max(0.1));
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}
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fn pause(keyboard_input: Res<ButtonInput<KeyCode>>, sink: Single<&AudioSink, With<MyMusic>>) {
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    if keyboard_input.just_pressed(KeyCode::Space) {
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        sink.toggle();
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    }
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}
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fn volume(keyboard_input: Res<ButtonInput<KeyCode>>, sink: Single<&AudioSink, With<MyMusic>>) {
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    if keyboard_input.just_pressed(KeyCode::Equal) {
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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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