ryanheise

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I'm looking into this now, but it seems the federated architecture doesn't fully support what we ant to do anyway. Although the federated plugin [design doc](https://docs.google.com/document/d/1LD7QjmzJZLCopUrFAAE98wOUQpjmguyGTN2wd_89Srs/edit#) indicates that there is...

There is a solution being worked on by the flutter team which will probably allow the default implementation to stay within the main just_audio plugin. So it should be fine...

No problem at all! Hopefully soon I'll be able to take a crack at getting something started.

@ToonvanStrijp thanks for the ping. I think the main issue for now is just that I would like to have multiple iOS implementations but I don't think there is yet...

> @ryanheise I started working on rewriting this library to Swift. Let me know if you're interested in merging this. I'd definitely go with Swift for the AudioKit-based implementation since...

Hi @ToonvanStrijp this seems like a reasonable start to me. Thanks for taking the initiative! One thing strange in GitHub's diff is this: ``` just_audio/macos/Classes/JustAudioPlugin.m → just_audio/ios_old/Classes/JustAudioPlugin.m ``` I wonder...

If you implement according to the just_audio platform interface, those structures will naturally come out in your design.

Hi all, @SimoneBressan has just shared some significant work in PR #658 with an AVAudioEngine-based implementation in Swift if anyone would like to check it out. I will merge it...

Isn't it still there in setAudioSource?

What I mean is that no functionality was lost by that change. The old `load` method is exactly equivalent to the new `setAudioSource(preload: true)`, so if you want the old...