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Positional audio for flutter3d: attenuation, panning and voice limiting, with a pluggable backend.

0.5.0 #

Breaking. The issue sink is named apart and takes an object.

  • IssueSink is AudioIssueSink, taking an AudioIssue. Two identical typedefs were interchangeable and cost nothing; two identical classes are not, and a program importing this package and flutter3d_game would have had to prefix one at every use. This package depends on nothing of ours so that a program can take the sound without the rest, and its own vocabulary is what that means.

0.4.0 #

  • SoLoudBackend.open waits out the web module. flutter_soloud's wasm initialises after main is already running, and an init called in that gap throws — which, on the web, looked exactly like a game with no sound. open now retries for up to five seconds before rethrowing into the caller's fallback-to-silence. The other half of web audio is the application's: two script tags in index.html and cross-origin isolation headers, which the template app now carries.

0.3.0 #

  • No changes of its own. The workspace is released as a set, in the order ARCHITECTURE.md §16 gives, so this package's version moves with the rest and its constraints on its siblings move with it.

0.2.0 #

  • Mix buses opened like GameAction, spent when a voice is issued rather than when it is chosen.
  • One list of sounds shared by the games that had each written their own.

0.1.0 #

  • Positional audio: attenuation, panning and voice limiting.
  • A pluggable backend, so a build with no audio device plays the game in silence rather than refusing to start.
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verified publisherpleion.dev

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Positional audio for flutter3d: attenuation, panning and voice limiting, with a pluggable backend.

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Topics

#audio #sound #game-development #positional-audio

License

unknown (license)

Dependencies

flutter, flutter_soloud, vector_math

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