flutter_soloud 2.1.7 copy "flutter_soloud: ^2.1.7" to clipboard
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A low-level audio plugin for Flutter, mainly meant for games and immersive apps. Based on the SoLoud (C++) audio engine.

2.1.7 (29 Oct 2024) #

  • added listPlaybackDevices to get all the OS output devices available.
  • added deviceId parameter to the init() method. You can choose which device is delegated to output the audio.
  • added changeDevice method to change the output playback device on-the-fly.
  • fix: now throws when loading a file that might be corrupt #145.

2.1.6 (17 Oct 2024) #

  • fixed a bug that caused an error when loading a sound more than twice.

2.1.5 (11 Oct 2024) #

  • added readSamplesFrom*() methods to read N audio data within a time range from a file or memory #75. Example in example/lib/wave_data/wave_data.dart.

2.1.4 (18 Sep 2024) #

  • fixed waveform generation which somehow oscillate frequencies after some time #129.
  • fixed iOS compilation by rising minimum iOS version to 13 #128.
  • fixed iOS compilation on the new MacOS 15 with XCode 16 #130.

2.1.3 (7 Sep 2024) #

  • added audio_data example.
  • added compatibility for Web platform in the pubspec.
  • bug fix when loading multiple audio files asynchronously.
  • better error message when something goes wrong loading a file.

2.1.2 (29 Aug 2024) #

  • bug fix when loading multiple audio files asynchronously.

2.1.1 (28 Aug 2024) #

  • added bool isActive and int index getters to filters.
  • added a timeStretch() method to single pitchshift filter.
  • fixed building error on Windows.
  • updated examples.

2.1.0 (23 Aug 2024) #

  • added support for the Web platform.
  • added getPan(), setPan() and setPanAbsolute().
  • added loadMem() to read the give audio file bytes buffer (not RAW data). Useful for the Web platform.
  • fixed getFilterParamNames().
  • added AudioData class to manage audio samples.
  • added player initialization parameters: sample rate, buffer size, number of channels (mono, stereo, quad, 5.1, 7.1).
  • added voice groups.
  • it's now possible to set filters not only globally, but also to single audio sources (not on the web platform).
  • fade and oscillate filter parameters.
  • experimental capture feature removed.
  • now accessing to filter has been simplified with the use of SoLoud.filters and AudioSource.filters to use global and single sound filters.

2.0.2 (23 May 2024) #

  • Fixed wrong exception raised by setVolume() when a handle is no more valid.

2.0.1 (6 May 2024) #

  • Fix init error on hot restart.

2.0.0 (5 Apr 2024) #

  • A giant leap forward from the previous version (many thanks to Filip Hráček).

  • Major changes to API. There are quick fixes (dart fix) to automatically rename many changed APIs.

  • SoLoud methods now throw instead of returning a PlayerErrors object.

  • added getActiveVoiceCount() to get concurrent sounds that are playing at the moment.

  • added countAudioSource() to get concurrent sounds that are playing a specific audio source.

  • added getVoiceCount() to get the number of voices the application has told SoLoud to play.

  • added getMaxActiveVoiceCount() to get the current maximum active voice count.

  • added setMaxActiveVoiceCount() to set the current maximum active voice count.

  • added setProtectVoice() and getProtectVoice() to get/set the protect voice flag.

  • SoLoud.activeSounds is now an Iterable instead of a List.

  • All time-related parameters and return values are now Duration type. Before, they were double.

  • Added new (experimental) AudioSource.allInstancesFinished stream. This can be used to more easily await times when it's safe to dispose the sound. For example:

    final source = soloud.loadAsset('...');
    // Wait for the first time all the instances of the sound are finished
    // (finished playing or were stopped with soloud.stop()).
    source.allInstancesFinished.first.then(
      // Dispose of the sound.
      (_) => soloud.disposeSound(source)
    );
    soloud.play(source);
    
  • added looping and loopingStartAt properties to SoLoud.play() and SoLoud.play3d().

  • added SoLoud.getLooping() to retrieve the looping state of a sound.

  • added SoLoud.getLoopPoint() and SoLoud.setLoopPoint() to get and set the looping start position of a sound.

  • New methods SoLoud.loadAsset() and SoLoud.loadUrl() to load audio from assets and URLs, respectively.

  • added mode property to SoLoud.loadFile() and SoloudTools.loadFrom* to prevent to load the whole audio data into memory:

    • LoadMode.memory by default. Means less CPU, more memory allocated.
    • LoadMode.disk means more CPU, less memory allocated. Lags can occurs while seeking MP3s, especially when using a slider.
  • Switched from print() logging to using the standard package:logging. See README.md to learn how to capture log messages and how to filter them.

  • The capture feature is on experimental stage to be fine tuned in the near future. All methods related to audio capture have been extracted to a separate class. So now, there are two classes:

    • SoLoud for playing audio
    • SoLoudCapture for capturing audio
  • The Web platform is a work in progress, stay tuned!

  • Switched LICENSE from Apache-2.0 to MIT.

2.0.0-pre.5 (4 Apr 2024) #

  • getLoopPoint now returns Duration.
  • Major changes to API docs and README.
  • Renamed SoLoud.disposeSound to SoLoud.disposeSource. Quick fix available.
  • Renamed SoLoud.disposeAllSound to SoLoud.disposeAllSources. Quick fix available.
  • Removed unused AudioSource.keys property.
  • Switched LICENSE from Apache-2.0 to MIT.

2.0.0-pre.4 (21 Mar 2024) #

  • some little fixes.

2.0.0-pre.3 (20 Mar 2024) #

  • added getActiveVoiceCount() to get concurrent sounds that are playing at the moment.

  • added countAudioSource() to get concurrent sounds that are playing a specific audio source.

  • added getVoiceCount() to get the number of voices the application has told SoLoud to play.

  • added getMaxActiveVoiceCount() to get the current maximum active voice count.

  • added setMaxActiveVoiceCount() to set the current maximum active voice count.

  • added setProtectVoice() and getProtectVoice() to get/set the protect voice flag.

  • All time-related parameters and return values are now Duration type. Before, they were double.

  • Fixed velocity computation bug in example/.

  • Renamed SoundEvent to SoundEventType. Quick fix available.

  • SoundProps.soundEvents is now a Stream, not a StreamController

  • SoundProps.soundEvents stream is now closed automatically when SoLoud.disposeSound() is called.

  • SoLoud.activeSounds is now an Iterable instead of a List (therefore, it cannot be modified from outside the package).

  • Renamed SoLoud.getFxParams to SoLoud.getFilterParameter. This mimics the C++ API name. Quick fix available.

  • Renamed SoLoud.setFxParams to SoLoud.setFilterParameter. This mimics the C++ API name. Quick fix available.

  • Renamed SoundProps to AudioSource. Quick fix available.

  • Added new (experimental) AudioSource.allInstancesFinished stream. This can be used to more easily await times when it's safe to dispose the sound. For example:

    final source = soloud.loadAsset('...');
    // Wait for the first time all the instances of the sound are finished
    // (finished playing or were stopped with soloud.stop()).
    source.allInstancesFinished.first.then(
      // Dispose of the sound.
      (_) => soloud.disposeSound(source)
    );
    soloud.play(source);
    
  • Deprecated shutdown(). Replaced with the synchronous deinit(). Quick fix available.

  • Renamed initialize() to init(), in order to come closer to the original C++ API, and also to have a symmetry (init/deinit). Quick fix available.

2.0.0-pre.2 (14 Mar 2024) #

NOTE: This version is much more breaking than the ones before it. It might be worth it to first upgrade your code to 2.0.0-pre.1, use the quick fixes to rename the methods, and only then upgrade to 2.0.0-pre.2 and beyond.

  • SoLoud methods now throw instead of returning a PlayerErrors object. This is a massive breaking change, but it makes the package API more idiomatic and easier to use.

    Before:

    final ret = await SoLoud.play(sound);
    if (ret.error != PlayerErrors.noError) {
      print('Oh no! ${ret.error}');
    } else {
      print('Playing sound with new handle: ${ret.newHandle}');
    }
    

    After:

    try {
      final handle = await SoLoud.play(sound);
      print('Playing sound with new handle: $handle');
    } on SoLoudException catch (e) {
      print('Oh no! $e');
    }
    

2.0.0-pre.1 (12 Mar 2024) #

  • added looping and loopingStartAt properties to SoLoud.play() and SoLoud.play3d().
  • added SoLoud.getLooping() to retrieve the looping state of a sound.
  • added SoLoud.getLoopPoint() and SoLoud.setLoopPoint() to get and set the looping start position of a sound.
  • New methods SoLoud.loadAsset() and SoLoud.loadUrl() to load audio from assets and URLs, respectively. These replace the old SoloudTools.loadFrom* methods (which are now deprecated).
    • The new methods also correctly invalidate the temporary files (for example, when an asset changes between versions of the app, we don't want to play the old file).
  • Rename SoloudTools to SoLoudTools for consistency. (Quick fix available.)
  • Rename SoLoudTools.initSounds to SoLoudTools.createNotes for clarity. (Quick fix available.)

2.0.0-pre.0 (11 Mar 2024) #

  • added bool SoLoud.getVisualizationEnabled() to get the current state of the visualization.
  • added mode property to SoLoud.loadFile() and SoloudTools.loadFrom* to prevent to load the whole audio data into memory:
    • LoadMode.memory by default. Means less CPU, more memory allocated.
    • LoadMode.disk means more CPU, less memory allocated. Lags can occurs while seeking MP3s, especially when using a slider.
  • Switched from print() logging to using the standard package:logging. See README.md to learn how to capture log messages and how to filter them.
  • Renamed SoLoud.startIsolate() to SoLoud.initialize()
  • Renamed SoLoud.stopIsolate() to SoLoud.shutdown()
  • Removed SoLoud.initEngine() (it shouldn't be called manually)
  • None of the renaming changes are strictly breaking (yet). The old method names still exist as aliases to the new names, and are merely marked @deprecated. There is a quick fix (dart fix) to automatically rename them.
  • The singleton SoLoud instance is now accessible through SoLoud.instance. Accessing it through SoLoud() is now deprecated.
    • This change cannot be automated through a Quick Fix. You will need to manually replace SoLoud() with SoLoud.instance in your code.
  • All methods related to audio capture have been extracted to a separate class. So now, there are two classes:
    • SoLoud for playing audio
    • SoLoudCapture for capturing audio
  • The SoLoud class is now an interface class. This means you can implement it (e.g. for mocking in tests) but you can't extend it. This reduces the fragile base class problem and makes the API easier to evolve.
  • Added a new, more usable way of finding out whether the audio engine is initialized and ready to use:
    • SoLoud.initialized (returns a future, safe to check during initialization)
      • This is a much easier way to check engine readiness than subscribing to SoLoud.audioEvents and waiting for the isolateStarted event.
    • SoLoud.isInitialized (returns synchronously)
    • previous methods to check readiness (isPlayerInited and isIsolateRunning()) are now deprecated
  • SoLoud.initialize() can now be safely called during engine shutdown. It will wait for the engine to shut down before re-initializing it. Same for SoLoud.shutdown(), which will wait for the engine to initialize before shutting it down, to avoid various race conditions.
  • Sound handles and sound hashes are now typed: SoundHandle and SoundHash instead of raw integers. This prevents from erroneously passing a sound handle as a sound hash, for example. This is a breaking API change but, in practice, shouldn't be much of a problem, since these objects were always meant as identifiers (to be taken from some API calls and put into others).
  • SoundProps.handle renamed to SoundProps.handles (because it's a Set) and also disallowed modifying it from outside the package.
  • All fields of SoundProps marked final. This is a breaking change but unlikely to have effect (as most users hopefully don't assign to these fields).

1.2.5 (2 Mar 2024) #

  • updated mp3, flac and wav decoders
  • updated miniaudio to 0.11.21
  • fixed doppler effect in 3D audio example

1.2.4 #

fixed compilation on Windows

1.2.3 #

  • fixed compilation on iOS and macOS

1.2.2 #

  • waveform example page updated with sound FXs
  • added sound FXs
    • biquadResonantFilter
    • eqFilter
    • echoFilter
    • lofiFilter
    • flangerFilter
    • bassboostFilter
    • waveShaperFilter
    • robotizeFilter
    • freeverbFilter

1.2.1 #

  • binded some more SoLoud functionalities:
    • fadeGlobalVolume
    • fadeVolume
    • fadePan
    • fadeRelativePlaySpeed
    • schedulePause
    • scheduleStop
    • oscillateVolume
    • oscillatePan
    • oscillateRelativePlaySpeed
    • oscillateGlobalVolume
  • waveform example page updated

1.2.0 #

  • added waveform generator
  • added a test page for waveform
  • added some tests in tests dir
  • miniaudio updated to v0.11.18

1.1.1 #

  • SoLoud().loadFile now can return PlayerErrors.fileAlreadyLoaded when a sound has already been loaded previously. It still return the SoundProps sound. It's not a breaking error.
  • added Soloud().disposeAllSound to stop and dispose all active sounds

breaking change: Soloud().stopSound has been renamed to Soloud().disposeSound

1.1.0 #

added load sound tools:

  • SoloudLoadingTool.loadFromAssets()
  • SoloudLoadingTool.loadFromFile()
  • SoloudLoadingTool.loadFromUrl()

added also a spin around example

1.0.0 #

  • added 3D audio with example

0.9.0 #

  • added capture from microphone with example

0.1.0 #

Initial release:

  • Supported on Linux, Windows, Mac, Android, and iOS
  • Multiple voices, capable of playing different sounds simultaneously or even repeating the same sound multiple times on top of each other
  • Includes a speech synthesizer
  • Supports various common formats such as 8, 16, and 32-bit WAVs, floating point WAVs, OGG, MP3, and FLAC
  • Enables real-time retrieval of audio FFT and wave data
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verified publishermarcobavagnoli.com

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A low-level audio plugin for Flutter, mainly meant for games and immersive apps. Based on the SoLoud (C++) audio engine.

Repository (GitHub)
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Topics

#audio #player #games

Documentation

API reference

License

MIT (license)

Dependencies

ffi, flutter, http, logging, meta, path, path_provider, plugin_platform_interface, web

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