-
Notifications
You must be signed in to change notification settings - Fork 45
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Getting access to a Frame from a Handle #15
Comments
|
Thanks for your answer! This sounds great and I am very excited for 0.6 then! |
After re-reading this issue, I thin what you were requesting is a way to see the frame a sound is currently outputting, right, @woelper ? |
Thanks, yes, you are correct. Sorry for derailing this a bit, but would this work with StreamingSounds too? |
Yes. While you still can't get the currently playing frame from a handle, you can create an effect that sends the frames (or information about the frames, like the average amplitude) to an effect handle. I may do a write-up on how to implement this (or maybe even add it as a default effect). |
I made a demo that does exactly this in my kira wrapper for Bevy. See: I realize it's been a year since the last comment here but thought for posterity's sake I'd share. |
Hi, and thanks for this great library!
I am experimenting with Kira and bevy, as well as building a super simple audio player for fun. I think it would be great to access a
Frame
at a time, for example to have a game entity react to the sound or add visualization to audio. I see that there is get_frame_at_position, but this is not implemented for the Handle. Would this be reasonable to add or am I missing a way to make this work with the current state maybe?The text was updated successfully, but these errors were encountered: