sound_recipes 0.3.0-dev
sound_recipes: ^0.3.0-dev copied to clipboard
Game sounds with no audio files: write a recipe, it is synthesised to WAV at start-up and played through flutter_soloud. A stock set by material, and music crossfaded by context.
Changelog #
0.3.0-dev #
- No change of its own: released with the other three, which move together.
0.2.0-dev #
MusicScore+StockMusic: background music with no audio files, a loop written as chords and an eighth-note melody (with optional wind and drips) and synthesised like any recipe. Six stock scores:pastoral,arid,frozen,murky,cavern,infernal.MusicDirector(recipes: ...): a mood whose asset the app does not bundle plays its recipe instead, rendered once off the main isolate, so a game can ship placeholder music and drop real files in later. A declared asset that is not bundled and has no recipe now throws instead of logging.MusicDirector.setGainapplies the gain to the track playing;isPlayingandorigin(MusicOrigin.asset/.recipe) say what is playing.
0.1.2-dev #
- Formatted by
dart formatat the 120 columns the code is written at (formatter: page_width: 120inanalysis_options.yaml); pana took 10 pub points for formatting.
0.1.1-dev #
- No change. Released with the other three packages of the kit, which move to 0.1.1-dev together.
0.1.0-dev #
First version. It was called voxel_audio until 2026-09-19;
the name went because nothing in it has anything to do with voxels.
SoundRecipe+renderWav: sounds written as waveform functions, rendered to WAV.StockSounds: break, place and step sounds for every block material, plus combat and interface sounds.SoundBank: plays recipes and asset files by name throughflutter_soloud.SoundPlayer/SilentSoundsfor silent tests and servers.MusicDirector: music by mood, crossfaded.StockSounds' dartdoc no longer names the game the set was first played in.