Bevy ECS skill for audio playback. Keywords: Bevy, AudioPlayer, AudioSink, PlaybackSettings, AssetServer.
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-audio-systems
Load this when a clip should start, loop, pause, or change volume. bevy::audio in Bevy 0.20 and the audio_control example are the sources.
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.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.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.AudioPlayer cannot be reused. Remove the audio components and add them again.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>.| Need | Bevy idiom |
| --- | --- |
| Start a file | AudioPlayer::new plus AssetServer::load |
| Loop | PlaybackSettings::LOOP |
| Pause, mute, or 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 |
[dependencies]
bevy = "0.20"
AudioPlayer starts when the handle is ready. PlaybackSettings applies only at that start. AudioSink is inserted once playback begins and is the live control.
use bevy::audio::{AudioSinkPlayback, Volume};
fn spawn_music(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
AudioPlayer::new(asset_server.load("audio/music.ogg")),
PlaybackSettings::LOOP.with_volume(Volume::Linear(0.6)),
));
}
fn spawn_oneshot(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
AudioPlayer::new(asset_server.load("audio/ui.ogg")),
PlaybackSettings::DESPAWN,
));
}
fn duck_music(mut sinks: Query<&mut AudioSink>) {
for mut sink in &mut sinks {
sink.set_volume(Volume::Linear(0.25));
sink.pause();
}
}
A positional emitter sets with_spatial(true) and a Transform. Live control of that emitter uses SpatialAudioSink.
use bevy::audio::{AudioSinkPlayback, Volume};
fn spawn_footstep(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn((
AudioPlayer::new(asset_server.load("audio/step.ogg")),
PlaybackSettings::ONCE.with_spatial(true),
Transform::from_xyz(3.0, 0.0, 1.0),
));
}
fn quiet_nearby(mut sinks: Query<&mut SpatialAudioSink>) {
for mut sink in &mut sinks {
sink.set_volume(Volume::Linear(0.5));
}
}
A finished non-looping player cannot be reused. Drop the player and the sink, then insert them again with the same handle.
use bevy::audio::AudioSinkPlayback;
fn replay_when_empty(mut commands: Commands, playing: Query<(Entity, &AudioPlayer, &AudioSink)>) {
for (entity, player, sink) in &playing {
if !sink.empty() {
continue;
}
let handle = player.0.clone();
commands.entity(entity).remove::<AudioPlayer>().remove::<AudioSink>();
commands.entity(entity).insert((
AudioPlayer::new(handle),
PlaybackSettings::ONCE,
));
}
}
Target: Bevy 0.20+.
Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.
| 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.
| If you need | Do this | Do not |
| --- | --- | --- |
| Per-entity data | Component + Query | A plain struct stored outside the world |
| 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 outside the documented set | Check the official docs first | A made-up crate or API |
Load references/ecs-ownership.md for the ownership table.
/0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose..chain() orders them.PlaybackSettings to retune audio that is already playing. WHY: those settings apply only when playback starts; live control is AudioSink.The library pin on bevy-master stays 0.20.0. Permalinks stay unversioned.
latest branch.Component, systems, Query, Startup, Update, and .chain().AssetServer and Handle.Take thedivergentai/bevy-audio-systems from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.