AudioPool class
An AudioPool is a provider of AudioPlayers that are pre-loaded with an asset to minimize delays.
All AudioPlayers are loaded with the same audio source. If you want multiple sounds use multiple AudioPools.
Use this class if you for example have extremely quick firing, repetitive or simultaneous sounds.
Properties
- audioCache → AudioCache
-
Instance of AudioCache to be used by all players.
final
-
availablePlayers
→ List<
AudioPlayer> -
final
-
currentPlayers
→ Map<
String, AudioPlayer> -
final
- hashCode → int
-
The hash code for this object.
no setterinherited
- maxPlayers → int
-
The maximum number of players to be kept in the pool.
final
- minPlayers → int
-
The minimum numbers of players, this is the amount of players that the
pool is initialized with.
final
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- source → Source
-
The source of the sound for this pool.
final
Methods
-
dispose(
) → Future< void> - Disposes the audio pool. Then it cannot be used anymore.
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
start(
{double volume = 1.0}) → Future< StopFunction> - Starts playing the audio, returns a function that can stop the audio.
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited
Static Methods
-
create(
{required Source source, required int maxPlayers, AudioCache? audioCache, int minPlayers = 1}) → Future< AudioPool> - Creates an AudioPool instance with the given parameters.
-
createFromAsset(
{required String path, required int maxPlayers, AudioCache? audioCache, int minPlayers = 1}) → Future< AudioPool> -
Creates an AudioPool instance with the asset from the given
path
.