flutter_soloud
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Flutter low-level audio plugin using SoLoud C++ library and FFI
**Description** Creating this issue to discuss and track work on WASM support. **Requirements** - [x] WASM compiled - [ ] `flutter_soloud` can successfully be called from other [WASM-compiled Dart projects](https://github.com/dart-lang/sdk/blob/main/pkg/dart2wasm/README.md)...
**Description** A clear and concise description of what the bug is. **Steps To Reproduce** 1. Go to '...' 2. Click on '....' 3. Scroll down to '....' 4. See error...
**Description** Its currently not possible to create a waveform of a complete audiofile. This is an example of Audacity:  To create something like this, there has to be a...
**Description** An app that calls `SoLoud.init()` (or maybe just imports `flutter_soloud`?) will give a warning to the user about microphone permission. **NOTE:** I need to look at this more thoroughly...
**Description** I'm trying to understand (and hopefully document) the function of `disposeSound`. It seems that C++ SoLoud has no direct `dispose()` equivalent. The closest I could find is the destructor...
**Description** I replaced in my App "audioplayers" with SoLoud and it works realy great. But on Android there is a permanent Stream of Messages in the console and the performance...
I'm using this package for my iOS application and it's pretty cool for playing low latency audio. I built debug mode and ran release mode with "flutter run --release", everything...
**Description** Some playback links require header authentication **Requirements** - [ ] add headers **Additional Context** ``` Future loadUrl( String url, LoadMode mode, { http.Client? httpClient, Map? headers, }) ```
## Description --- Removed the main example which was too much complicate for a first approach. In the futere I'll make a new GitHub repository with that. For now there...
**Description** The audio files for some reason play faster than their actual speed. This speed discrepancy causes a very small noticeable drift between audio and visual elements in my app....