soundpool 2.4.1 soundpool: ^2.4.1 copied to clipboard
A Flutter Sound Pool for playing short audio files. Sound tracks are cached in memory and played directly from cache.
soundpool #
A Flutter Sound Pool for playing short media files.
Sound Pool caches audio tracks in memory. This can be useful in following scenarios:
- lower latency between play signal and actual playing of the sound (audio does not need to be read from disc/web),
- the same sound may be used multiple times.
Inspired by Android SoundPool API. This also means that multiple optional features are supported on Android only.
Example:
import 'package:soundpool/soundpool.dart';
Soundpool pool = Soundpool(streamType: StreamType.notification);
int soundId = await rootBundle.load("sounds/dices.m4a").then((ByteData soundData) {
return pool.load(soundData);
});
int streamId = await pool.play(soundId);
DOs and DON'Ts #
- DO NOT create the
Soundpool
instance multiple times; DO create aSoundpool
for logically connected sounds (ex. sounds for level, sounds with the samestreamType
), - DO NOT load the same file multiple times; DO load it once (ideally while the application is starting), store sound id and use
play(soundId)
, - DO NOT leave sounds loaded in memory when no longer used; DO call
release()
ordispose()
when sounds are no longer useful,
You should call
release()
when you are sure you won't need loaded sounds anymore. The example would be Soundpool holding sounds for some level of the game. When players finishes it and moves to the next one you may release thatSoundpool
and create new one.
On the other hand you may have anotherSoundpool
holding sounds for UI actions feedback. That instance would be created at the start of the game and kept forever although it may be a good idea to load sounds when the game is resumed (being moved to the foreground) and release them when it is paused or stopped (see WidgetsBindingObserver).
- DO NOT play music files; DO use plugin that is intended for that.