flutter_miniaudio 1.0.7
flutter_miniaudio: ^1.0.7 copied to clipboard
Cross-platform high-performance low-latency audio plugin for Flutter games and emulators, powered by miniaudio.
import 'dart:async';
import 'dart:ffi';
import 'dart:math';
import 'package:ffi/ffi.dart';
import 'package:flutter/material.dart';
import 'package:flutter_miniaudio/flutter_miniaudio.dart';
void main() {
runApp(const MyApp());
}
class MyApp extends StatefulWidget {
const MyApp({super.key});
@override
State<MyApp> createState() => _MyAppState();
}
class _MyAppState extends State<MyApp> {
MiniaudioPlayer? _player;
bool _isPlaying = false;
Timer? _feedTimer;
// Audio generation state
double _phase = 0.0;
final int _sampleRate = 48000;
final double _frequency = 440.0; // A4 note
@override
void initState() {
super.initState();
_initPlayer();
}
void _initPlayer() {
try {
_player = MiniaudioPlayer(
sampleRate: _sampleRate,
channels: 2,
bufferFrames: 1024,
);
debugPrint('Miniaudio initialized');
} catch (e) {
debugPrint('Failed to init player: $e');
}
}
void _togglePlay() {
if (_player == null) return;
if (_isPlaying) {
_player!.stop();
_feedTimer?.cancel();
setState(() => _isPlaying = false);
} else {
_player!.start();
setState(() => _isPlaying = true);
// Start a "Game Loop" to feed audio
// In a real app/game, this would be your main loop
const frameDuration = Duration(milliseconds: 16); // ~60 FPS
_feedTimer = Timer.periodic(frameDuration, (timer) {
_generateAndFeedAudio();
});
}
}
/// Simulate a game core generating audio frame
void _generateAndFeedAudio() {
if (_player == null) return;
// Generate ~16ms of audio (matches loop rate)
// 48000 * 0.016 = 768 frames
const int framesToGenerate = 768;
// Allocate temporary native buffer
final bufferSize = framesToGenerate * 2; // stereo
final pointer = calloc<Int16>(bufferSize);
// Generate Sine Wave
for (int i = 0; i < framesToGenerate; i++) {
final sample = (sin(_phase) * 10000).toInt(); // Amplitude 10000
pointer[i * 2] = sample; // Left
pointer[i * 2 + 1] = sample; // Right (mono to stereo)
_phase += 2 * pi * _frequency / _sampleRate;
if (_phase > 2 * pi) {
_phase -= 2 * pi;
}
}
// Write to Player (Pull-Mode FIFO)
_player!.write(pointer, framesToGenerate);
// Cleanup temp buffer
calloc.free(pointer);
// UI Update (Optional, just for debug)
if (framesToGenerate % 60 == 0) {
// Update occasionally
// setState(() {});
}
}
@override
void dispose() {
_feedTimer?.cancel();
_player?.dispose();
super.dispose();
}
@override
Widget build(BuildContext context) {
return MaterialApp(
home: Scaffold(
appBar: AppBar(title: const Text('Miniaudio FFI Demo')),
body: Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: [
const Text(
'Low-Latency Audio Demo',
style: TextStyle(fontSize: 20, fontWeight: FontWeight.bold),
),
const SizedBox(height: 20),
if (_player != null)
StreamBuilder(
stream: Stream.periodic(const Duration(milliseconds: 100)),
builder: (context, snapshot) {
return Text(
'Buffer Latency: ${(_player!.bufferLatency * 1000).toStringAsFixed(1)} ms\n'
'Frames Consumed: ${_player!.framesConsumed}',
textAlign: TextAlign.center,
);
},
),
const SizedBox(height: 40),
ElevatedButton.icon(
onPressed: _togglePlay,
icon: Icon(_isPlaying ? Icons.stop : Icons.play_arrow),
label: Text(_isPlaying ? 'STOP Sine Wave' : 'PLAY Sine Wave'),
style: ElevatedButton.styleFrom(
padding: const EdgeInsets.symmetric(
horizontal: 32,
vertical: 16,
),
),
),
],
),
),
),
);
}
}