use bevy::prelude::Resource; /// The channel used for playing main background music tracks. When a track is started in this /// channel, the currently playing track (if it exist) will be stopped. Tweens can be applied to /// control this transition /// /// - *Volume Type:* Music /// - *Supports Concurrent Sounds:* No /// - *Supports Transitions*: Yes #[derive(Resource)] pub struct MusicAudioChannel; /// The channel used for playing an ambient background track. An ambient background track can /// be considered similar to a music track, but consisting of composite sound effects to create /// a certain feeling, often boosting immersion. /// /// - *Volume Type:* SFX /// - *Supports Concurrent Sounds:* No /// - *Supports Transitions*: Yes #[derive(Resource)] pub struct AmbianceAudioChannel; /// The channel used for generic one shot sound effects, such as spells, hits, attacks, grunts, etc. /// /// - *Volume Type:* SFX /// - *Supports Concurrent Sounds:* Yes /// - *Supports Transitions:* Yes #[derive(Resource)] pub struct SfxAudioChannel; /// The channel used for any UI related one-shot sound effects. The volume of ui sfx can be /// controlled separately from game related sound effects /// /// - *Volume Type:* UI SFX /// - *Supports Concurrent Sounds:* Yes /// - *Supports Transitions:* Yes #[derive(Resource)] pub struct UiSfxAudioChannel;