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MusicState

Struct MusicState 

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pub struct MusicState { /* private fields */ }
Expand description

Which tracks play, and how one gives way to the next (ADR-0054): each switch is a MusicSwitch, the request’s own or the default one. The old track fades out; the new one starts once it has stopped, or as it begins to fade (a crossfade), and may fade in. A cue already playing doesn’t restart, and at most two tracks are loaded at once. A fade-in, and an old track’s fade in a crossfade, wait until the new track sounds (heard), or LOAD_WAIT_SECS. Pure: feed it requests, time and what sounds, read the commands.

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impl MusicState

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pub const LOAD_WAIT_SECS: f32 = 3.0

How long a fade waits for the new track to sound, in seconds: after that it runs anyway, so a file that never loads never holds the old track.

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pub fn new(fade_secs: f32) -> Self

Silence, with switches that fade out over fade_secs (to the millisecond; negative or NaN counts as 0), then start the new track at full gain (MusicSwitch::after_fade).

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pub fn with_switch(default: MusicSwitch) -> Self

Silence, switching with default when a request names no switch, and stopping with its out_ms.

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pub fn current(&self) -> Option<&str>

The track playing, or fading out during a switch.

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pub fn target(&self) -> Option<&str>

The track a switch brings in, or the current one; None while the music fades to silence.

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pub fn heard(&mut self, clock: Option<&MusicClock>)

Tells it what sounds: the music clock the platform reported for this frame (Ctx::music_clock). A track sounds once the clock names it, and stays sounding after. Game::set_music_playing calls it every frame.

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pub fn request<V>( &mut self, request: &AudioRequest<V>, out: &mut Vec<MusicCommand>, )

Applies one request (sound and voice requests are ignored), appending the commands it needs to out.

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pub fn update(&mut self, dt: f32, out: &mut Vec<MusicCommand>)

Advances the fades by dt seconds, appending the gain changes, the stop of a track faded out and the start of the one waiting for it.

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impl Clone for MusicState

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fn clone(&self) -> MusicState

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for MusicState

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl PartialEq for MusicState

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fn eq(&self, other: &MusicState) -> bool

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl StructuralPartialEq for MusicState

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> DynClone for T
where T: Clone,

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fn __clone_box(&self, _: Private) -> *mut ()

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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

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fn clone_into(&self, target: &mut T)

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impl<T, U> TryFrom<U> for T
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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.