use bevy::prelude::*; /// An organizational marker component that should be added to a spawned [`AudioBundle`] if it is in the /// general "music" category (ex: global background music, soundtrack, etc). /// /// This can then be used to query for and operate on sounds in that category. For example: /// /// ``` /// use bevy::prelude::*; /// use maze_ascension::audio::Music; /// /// fn set_music_volume(sink_query: Query<&AudioSink, With>) { /// for sink in &sink_query { /// sink.set_volume(0.5); /// } /// } /// ``` #[derive(Component, Default)] pub struct Music; /// An organizational marker component that should be added to a spawned [`AudioBundle`] if it is in the /// general "sound effect" category (ex: footsteps, the sound of a magic spell, a door opening). /// /// This can then be used to query for and operate on sounds in that category. For example: /// /// ``` /// use bevy::prelude::*; /// use maze_ascension::audio::SoundEffect; /// /// fn set_sound_effect_volume(sink_query: Query<&AudioSink, With>) { /// for sink in &sink_query { /// sink.set_volume(0.5); /// } /// } /// ``` #[derive(Component, Default)] pub struct SoundEffect;