How to use
- Copy the installation command and review the source package before installing it in your own agent environment.
- Check the source document for required tools, credentials and supported hosts.
- Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/thedivergentai/game-design-agentic-skills --skill bevy-audio-systemsBefore you start
- Installation does not include a model subscription, API allowance or permission to access your files.
- Repository stars and installation counts describe activity, not an independent quality or security test.
Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.
Bevy audio systems
When to use
Load this when a clip should start, loop, pause, or change volume. bevy::audio on docs.rs latest (0.20.0) and the audio_control example there are the sources.
ECS shape
- Play: spawn
AudioPlayer::new(asset_server.load(...)).AudioPlayer<Source>holdsHandle<Source>whereSource: Asset + Decodable. If the asset is not ready, playback starts when it is.AudioPlayerrequiresPlaybackSettings. - Settings:
PlaybackSettingsconfigures the start.PlaybackSettings::LOOPand.with_spatial(true)appear in the spatial examples. Changes toPlaybackSettingsdo not affect audio that is already playing.PlaybackModeisOnce,Loop,Despawn, orRemove. - Control: when playback begins, Bevy inserts
AudioSink. The control example queriesAudioSinkand callspause,toggle_mute,set_volume,set_speed, andposition.SpatialAudioSinkis the spatial counterpart named on the playback page. - Replay: after a non-looping sound finishes and the sink is drained, that
AudioPlayercannot be reused. Remove the audio components and add them again. - Schedule: spawn on
Startupor from a system that hasRes<AssetServer>andCommands. Control systems in the example run where they readButtonInput<KeyCode>andRes<Time>.
Coming from Godot
| Godot idea | Bevy idiom |
|---|---|
| Play a file | AudioPlayer::new plus AssetServer::load |
| Loop | PlaybackSettings::LOOP |
| Pause / mute / volume while playing | AudioSink methods on the same entity |
| One-shot that should leave the world | PlaybackMode::Despawn or Remove |
| Positional emitter | PlaybackSettings with with_spatial(true) and SpatialAudioSink |
Scope
- Check the audio docs for bus graphs, music/sfx mixer layouts, and audio-area shapes before writing them.
- Check the audio docs for sample rates, supported file types, and the
AudioSourcetype beyond theHandleinAudioPlayer::new. - Removing
AudioSinkrestarts an attached source (stated on the sink page). Check that page for a full restart recipe before writing one.
Expert Knowledge Delta
Target: Bevy 0.20+.
Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.
Who owns state
| Piece | Owner | Who may mutate | Schedule |
|---|---|---|---|
| Data on one entity | Component | One system via Query | Update or FixedMain |
| One value for the whole app | Resource | One system | Startup to insert, then the schedule that reads it |
| Spawn | Commands | The spawning system | Startup for the initial world; later schedules for runtime spawn |
| Order that must not race | .chain() | The chained systems only | Same schedule |
| Plugin boundary | Plugin | build registers systems and resources | Before the app runs |
Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.
Decision
| If you need | Do this | Do not |
|---|---|---|
| Per-entity data | Component + Query | A Godot node script |
| App-wide config or clock | Resource | Copy the value onto every entity |
| Stable simulation step | FixedMain and the Fixed clock | Tie simulation to raw frame Update |
| Startup spawn | Commands in Startup | Spawn from a render system |
| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging | A new event type invented in this file |
| An API outside the documented set | Check the official docs first | A made-up crate or API |
Load references/ecs-ownership.md for the ownership table.
NEVER
- Do not pin
/0.20.0/in docs URLs. WHY: links stay onlatest; the 0.20 target is stated once in prose. - Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless
.chain()orders them. - Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
- No Godot audio player, bus, or stream types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- No volume curves or mixer nodes this file did not open. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- No third-party audio crates. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
Reference
docs.rs links use the unversioned latest permalink. The library pin on bevy-master stays 0.20.0.
Official Documentation
- Migration guides - Unversioned hop index.
- bevy crate - Unversioned API index.
- AudioPlayer - Component that starts a
Handle. - PlaybackSettings - Start settings; not live control.
- PlaybackMode -
Once,Loop,Despawn,Remove. - AudioSink - Live pause, mute, volume, speed.
- Assets - Official asset catalog.
- Examples - Example tree on the
latestbranch.
Related Skills
Prerequisites
- bevy-master - Who owns which piece of state.
- bevy-asset-scenes -
AssetServerandHandle.
Complements
- bevy-input-handling - Keys the control example uses.
- godot-audio-systems - Equivalent Godot skill.
Downstream / consumers
- None yet. Genre skills that play stingers should route here when they exist.
Master
- bevy-master - Bevy router.

