sautiflow

Sautiflow is a cross-platform audio playback and processing engine for Dart and Flutter, powered by the C++ miniaudio library. It provides a high-level API for playlist management, gapless transitions, audio effects, and real-time status updates, all accessible via Dart FFI. Sautiflow supports native targets including Windows, Linux, Android, iOS, and macOS. Audiophiles and developers can leverage Sautiflow for building rich audio applications with advanced playback and processing capabilities.
Features
- Playlist engine (set/add/insert/remove/move)
- Gapless transitions between tracks
- Play/pause/stop/seek/next/previous/jump
- Shuffle + loop modes (
off,all,one) - FX chain: gain, pan, EQ (3-band), multiband EQ, reverb, low-pass, high-pass, band-pass, delay, peak EQ, notch, low-shelf, high-shelf
- Pollable player status and stream updates
- Native targets: Windows, Linux, Android, iOS/macOS
Public Dart API
Import:
import 'package:sautiflow/sautiflow.dart';
Example (playlist + controls)
final player = MiniAudioPlayer();
player.init();
final playlist = <AudioSource>[
AudioSource.uri(Uri.parse('https://example.com/track1.mp3')),
AudioSource.uri(Uri.parse('https://example.com/track2.mp3')),
AudioSource.uri(Uri.parse('https://example.com/track3.mp3')),
];
player.setAudioSources(
playlist,
initialIndex: 0,
initialPosition: Duration.zero,
useLazyPreparation: true,
);
player.play();
player.seekToNext();
player.seekToPrevious();
player.seekTo(const Duration(seconds: 0), index: 2);
player.setLoopMode(LoopMode.all);
player.setShuffleModeEnabled(true);
player.addAudioSource(AudioSource.uri(Uri.parse('https://example.com/new.mp3')));
player.insertAudioSource(1, AudioSource.uri(Uri.parse('https://example.com/ins.mp3')));
player.removeAudioSourceAt(3);
player.moveAudioSource(2, 1);
player.setEqEnabled(true);
player.setEq(low: 1.2, mid: 1.0, high: 1.1);
player.setReverbEnabled(true);
player.setReverb(mix: 0.2, feedback: 0.6, delayMs: 100);
// Advanced filters / parametric shaping
player.setBandpass(enabled: true, cutoffHz: 1000, q: 0.8);
player.setPeakEq(enabled: true, gainDb: 3.0, q: 1.0, frequencyHz: 2500);
player.setNotch(enabled: true, q: 10.0, frequencyHz: 60);
player.setLowshelf(enabled: true, gainDb: 4.0, slope: 1.0, frequencyHz: 100);
player.setHighshelf(enabled: true, gainDb: 2.5, slope: 1.0, frequencyHz: 10000);
Native build outputs
Expected library names by platform:
- Windows:
audio_engine.dll - Linux/Android:
libaudio_engine.so - macOS:
libaudio_engine.dylib - iOS: statically linked (
DynamicLibrary.process())
Flutter plugin structure
This package is configured as a Flutter FFI plugin in pubspec.yaml with:
- Android (
ffiPlugin: true) - iOS (
ffiPlugin: true) - Linux (
ffiPlugin: true) - Windows (
ffiPlugin: true)
Platform native build configs are included:
- android/src/main/cpp/CMakeLists.txt
- ios/sautiflow.podspec
- linux/CMakeLists.txt
- windows/CMakeLists.txt
Build scripts
- Windows: tool/build_windows.ps1
- Linux: tool/build_linux.sh
- Android (NDK): tool/build_android.sh
- Android (NDK, PowerShell): tool/build_android.ps1
- Apple (iOS + macOS): tool/build_apple.sh
Packaging notes
For Flutter app integration, keep native artifacts available in app/plugin output:
- Android:
android/src/main/jniLibs/<abi>/libaudio_engine.so - iOS: link
audio_engine.xcframeworkin Xcode/Podspec - Windows: place
audio_engine.dllnext to executable - Linux: ship
libaudio_engine.sowith app bundle and ensure loader path
Android native network streaming (libcurl)
Android now attempts to enable native URL streaming by default.
- If
libcurlis found (explicit path or bundled per ABI), native network streaming is enabled. - If not found, Android build continues and falls back to non-native URL handling (no build break).
Optional overrides (Gradle project properties):
MINIAUDIODART_ENABLE_CURL=ON|OFFMINIAUDIODART_CURL_INCLUDE_DIR=/path/to/includeMINIAUDIODART_CURL_LIBRARY=/path/to/libcurl.soMINIAUDIODART_CURL_LIBRARY_DIR=/path/to/abi-parent
Example
See example/main.dart for a complete usage sample.
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Project inspired by just_audio for simplicity and familiarity of API design, but built on a custom native engine with a focus on advanced audio processing features and real-time capabilities.