thedivergentai/game-design-agentic-skills

bevy-audio-systems

Bevy ECS skill for audio playback.

ソースを見る

使い方

  1. インストールコマンドをコピーし、自分の環境へ導入する前にソースを確認します。
  2. 必要なツール、認証情報、対応環境を原文で確認します。
  3. 入力と成果物を指定し、出力を資料と照合します。
npx skills add https://github.com/thedivergentai/game-design-agentic-skills --skill bevy-audio-systems

開始前の確認

  • 導入にはモデル契約、API枠、ファイルへのアクセス許可は含まれません。
  • スター数や導入数は活動の指標であり、独立した品質・安全性試験ではありません。
リポジトリの原文

見出し、例、コード、表、リンク、参照画像を含む原文を表示しています。

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> holds Handle<Source> where Source: Asset + Decodable. If the asset is not ready, playback starts when it is. AudioPlayer requires PlaybackSettings.
  • Settings: PlaybackSettings configures the start. PlaybackSettings::LOOP and .with_spatial(true) appear in the spatial examples. Changes to PlaybackSettings do not affect audio that is already playing. PlaybackMode is Once, Loop, Despawn, or Remove.
  • Control: when playback begins, Bevy inserts AudioSink. The control example queries AudioSink and calls pause, toggle_mute, set_volume, set_speed, and position. SpatialAudioSink is the spatial counterpart named on the playback page.
  • Replay: after a non-looping sound finishes and the sink is drained, that AudioPlayer cannot be reused. Remove the audio components and add them again.
  • Schedule: spawn on Startup or from a system that has Res<AssetServer> and Commands. Control systems in the example run where they read ButtonInput<KeyCode> and Res<Time>.

Coming from Godot

Godot ideaBevy idiom
Play a fileAudioPlayer::new plus AssetServer::load
LoopPlaybackSettings::LOOP
Pause / mute / volume while playingAudioSink methods on the same entity
One-shot that should leave the worldPlaybackMode::Despawn or Remove
Positional emitterPlaybackSettings 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 AudioSource type beyond the Handle in AudioPlayer::new.
  • Removing AudioSink restarts 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

PieceOwnerWho may mutateSchedule
Data on one entityComponentOne system via QueryUpdate or FixedMain
One value for the whole appResourceOne systemStartup to insert, then the schedule that reads it
SpawnCommandsThe spawning systemStartup for the initial world; later schedules for runtime spawn
Order that must not race.chain()The chained systems onlySame schedule
Plugin boundaryPluginbuild registers systems and resourcesBefore 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 needDo thisDo not
Per-entity dataComponent + QueryA Godot node script
App-wide config or clockResourceCopy the value onto every entity
Stable simulation stepFixedMain and the Fixed clockTie simulation to raw frame Update
Startup spawnCommands in StartupSpawn from a render system
Cross-system notice that is not shared stateMessage or observer slot in bevy-events-messagingA new event type invented in this file
An API outside the documented setCheck the official docs firstA 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 on latest; 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

Related Skills

Prerequisites

Complements

Downstream / consumers

  • None yet. Genre skills that play stingers should route here when they exist.

Master

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