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According to the noise example:
Noise
TypeUuid
bevy_oddio/examples/noise.rs
Lines 13 to 15 in 2e98c5f
NoiseSignal
Signal
Lines 16 to 28 in 2e98c5f
ToSignal
Lines 30 to 37 in 2e98c5f
Line 43 in 2e98c5f
Lines 49 to 52 in 2e98c5f
Lines 54 to 57 in 2e98c5f
Lines 59 to 66 in 2e98c5f
This is a lot of code for just adding a custom signal. Here are the things I would love to see to improve this.
FromWorld
Audio
Handle<S>
S: Signal
oddio
The text was updated successfully, but these errors were encountered:
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According to the noise example:
(1) Create a
Noise
struct to and deriveTypeUuid
bevy_oddio/examples/noise.rs
Lines 13 to 15 in 2e98c5f
(2) Create a
NoiseSignal
struct and implementSignal
(the actual code that creates sound).bevy_oddio/examples/noise.rs
Lines 16 to 28 in 2e98c5f
(3) Implement
ToSignal
forNoise
.bevy_oddio/examples/noise.rs
Lines 30 to 37 in 2e98c5f
(4) Add the
Noise
struct as an audio source (also indicating the number of channels it uses).bevy_oddio/examples/noise.rs
Line 43 in 2e98c5f
(5) Create a noise handle and noise sink type to easily hold the sink as a resource.
bevy_oddio/examples/noise.rs
Lines 49 to 52 in 2e98c5f
(6) Add
Noise
as an asset.bevy_oddio/examples/noise.rs
Lines 54 to 57 in 2e98c5f
(7) Play the audio.
bevy_oddio/examples/noise.rs
Lines 59 to 66 in 2e98c5f
Ergonomics
This is a lot of code for just adding a custom signal. Here are the things I would love to see to improve this.
Signal
, and things that return those closures to implementToSignal
)ToSignal
implementing types that also implementFromWorld
should already be added as an asset to remove step (6).Related Issues:
Audio
to acceptHandle<S>
whereS: Signal
#2oddio
signals where it accepts other signals #6The text was updated successfully, but these errors were encountered: