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

0.7.1 #

Released with the rest of the stack at 0.7.1. Nothing in this package changed. The release it resolves against builds from pub.dev again and no longer crashes Metal on the first unlit draw.

Its flutter3d_* dependencies ask for ^0.7.1, and it asks for vector_math ^2.4.3, flutter_soloud ^5.1.2.

0.7.0 #

  • A number, and no code. The one line under lib/ that differs from 0.6.0 is a doc comment in soloud_backend.dart that named flutter3d_screens, which is folded away, and names flutter3d_app now. This package still depends on no sibling, so there was no floor to move either.
  • The archive carries a skill. skills/flutter3d-audio-positional-mix/ is a SKILL.md for a coding agent, about AudioScene, moving emitters, attenuation, voice limiting and the silent backend for tests. A project that depends on this package installs it with dart run skills@ get. The README's links to the genre packages point at pub.dev where they were relative paths that did not resolve there.

0.6.0 #

  • No changes of its own. Attenuation, panning, voice limiting and the pluggable backend are byte for byte 0.5.0's, and this package names no sibling in its pubspec, so nothing here had to follow anything. The workspace is released as a set, in the order ARCHITECTURE.md §16 gives, and the version moves with the rest so that one number names one tree.

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

MIT (license)

Dependencies

flutter, flutter_soloud, vector_math

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Packages that depend on flutter3d_audio