AI agent skill · by @thedivergentai
Bevy Audio Systems
Docs-first stub for Bevy audio playback. Godot counterpart: godot-audio-systems. Not a full port. Keywords: Bevy, AudioPlayer, AudioSink, PlaybackSettings, AssetServer.
Archived 2026-10-23 · Source updated 2026-10-11 · License: LGPL-3.0. Check the original repository for the latest version.
SKILL.md instructions
# Bevy audio systems (docs-first stub) Not a full port. Sound is an entity with an `AudioPlayer` and a handle from `AssetServer`. Buses and Godot players are not mapped. ## 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>`. ## Godot idea to Bevy idiom | Idea | Bevy idiom (idea only) | | --- | --- | | 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` | ## Gaps - Bus graphs, music/sfx mixer layouts, and audio-area shapes were not opened. - Sample rates, supported file types, and the exact `AudioSource` type body were not opened beyond the `Handle` in `AudioPlayer::new`. - Removing `AudioSink` restarts an attached source (stated on the sink page). A full restart recipe was not opened. ## Expert Knowledge Delta Library target in prose: **Bevy 0.20.0**. Lattice URLs stay unversioned. Opened canon only: `Component`, `Resource`, `Query`, `Commands`, `Startup`, `Update`, `Fixed` / `FixedMain` (`bevy::time`), `.chain()`, `Plugin`, `DefaultPlugins`, `MinimalPlugins`. Messages and observers are an ownership slot. This file does not invent their struct 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 this skill did not open | A Gaps row | A fabricated crate (solver, navmesh module, net, XR) | Load `references/a-gate-notes.md` for the same table plus the gap rule. ## NEVER - Do not put `/0.20.0/` in lattice URLs. WHY: permalinks stay on `latest`. The 0.20.0 pin belongs in prose once. - 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: those rows are gaps, blocked, or revisit. - No Godot audio player, bus, or stream types. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar. - No volume curves or mixer nodes this file did not open. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar. - No third-party audio crates. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar. - No Creation Station content. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar. - No umbrella skill over Godot and Bevy. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar. - Do not mark this row `ported`. It is `docs_mapped`. WHY: a Godot port, an unopened API, or a public lie fails the docs-first bar. ## Reference docs.rs links use the unversioned `latest` permalink. The library pin on bevy-master stays **0.20.0**. ### Official Documentation - [Migration guides](https://bevy.org/learn/migration-guides/introduction/) - Unversioned hop index. - [bevy crate](https://docs.rs/bevy/latest/bevy/) - Unversioned API index. - [AudioPlayer](https://docs.rs/bevy/latest/bevy/audio/struct.AudioPlayer.html) - Component that starts a `Handle`. - [PlaybackSettings](https://docs.rs/bevy/latest/bevy/audio/struct.PlaybackSettings.html) - Start settings; not live control. - [PlaybackMode](https://docs.rs/bevy/latest/bevy/audio/enum.PlaybackMode.html) - `Once`, `Loop`, `Despawn`, `Remove`. - [AudioSink](https://docs.rs/bevy/latest/bevy/audio/struct.AudioSink.html) - Live pause, mute, volume, speed. - [Assets](https://bevy.org/assets/) - Official asset catalog. - [Examples](https://github.com/bevyengine/bevy/tree/latest/examples#examples) - Example tree on the `latest` branch. ### Related Skills #### Prerequisites - [bevy-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/bevy-master/SKILL.md) - Who owns which piece of state. - [bevy-asset-scenes](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/bevy-asset-scenes/SKILL.md) - `AssetServer` and `Handle`. #### Complements - [bevy-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/bevy-input-handling/SKILL.md) - Keys the control example uses. - [godot-audio-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-audio-systems/SKILL.md) - Godot counterpart. Source idea only. #### Downstream / consumers - None yet. Genre skills that play stingers should route here when they exist. #### Master - [bevy-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.