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A high-level real-time audio playback library based on Miniaudio.

minisound #

A high-level real-time audio playback library based on miniaudio. The library offers basic functionality and quite low latency. Not really suitable for big sounds right now. Supports MP3, WAV and FLAC formats.

Platform support #

Platform Tested Supposed to work Unsupported
Android SDK 31, 19 SDK 16+ SDK 15-
iOS None Unknown Unknown
Windows 11, 7 (x64) Vista+ XP-
macOS None Unknown Unknown
Linux Fedora 39 Any None
Web Chrome 93+, Firefox 79+, Safari 16+ Browsers with an AudioWorklet support Browsers without an AudioWorklet support

Getting started on the web #

While the main script is quite large, there are a loader script provided. Include it in the web/index.html file like this

  <script src="assets/packages/minisound_web/js/minisound_web.loader.js"></script>

It is highly recommended NOT to make the script defer, as loading may not work properly. Also, it is very small (only 18 lines).

And at the bottom, at the body's <script> do like this

window.addEventListener(
  'load',
  // ADD 'async'
  async function (ev) {
      // ADD THIS LINE AT THE TOP
      await _minisound.loader.load();

      // LEAVE THE REST IN PLACE
      // Download main.dart.js
      _flutter.loader.loadEntrypoint({
        serviceWorker: {
          serviceWorkerVersion: serviceWorkerVersion
        },
        onEntrypointLoaded: function (engineInitializer) {
          engineInitializer.initializeEngine().then(function (appRunner) {
            appRunner.runApp();
          });
        }
      });
    }
  );

Minisound uses SharedArrayBuffer feature, so you should enable cross-origin isolation on your site.

Usage #

To use this plugin, add minisound as a dependency in your pubspec.yaml file.

import "package:minisound/minisound.dart" as minisound;

void main() {
  final engine = minisound.Engine();

  // this method takes an update period in milliseconds as an argument, which
  // determines the length of the latency (does not currently affect the web)
  await engine.init(); 

  // there is also a 'loadSound' method to load a sound from the Uint8List
  final sound = await engine.loadSoundAsset("asset/path.ext");
  sound.volume = 0.5;

  // this may cause a MinisoundPlatformException to be thrown on the web
  // before any user interaction due to the autoplay policy
  await engine.start(); 

  sound.play();

  await Future.delayed(sound.duration*.5);

  sound.pause(); // this method saves sound position
  sound.stop(); // but this does not

  final loopDelay=Duratoin(seconds: 1);
  sound.playLooped(delay: loopDelay); // sound will be looped with one second period

  await Future.delayed((sound.duration + loopDelay) * 5); // sound duration does not account loop delay

  sound.stop();

  // it is recommended to unload sounds manually to prevent memory leaks
  sound.unload(); 

  // the engine and all loaded sounds will be automatically disposed when 
  // engine gets garbage-collected
}

TODO #

  • Fix non-intuitiveness of pausing and stopping, then playing again looped sounds
  • Exclude emscripten build cache from git.
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Publisher

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A high-level real-time audio playback library based on Miniaudio.

Repository (GitHub)
View/report issues

Documentation

API reference

License

MIT (license)

Dependencies

flutter, flutter_web_plugins, minisound_ffi, minisound_platform_interface, minisound_web

More

Packages that depend on minisound