glint_soloud

Production audio for Glint Engine through SoLoud/miniaudio: low-latency sound effects, streamed music, gapless loops, protected voices, mixing buses, 3D attenuation, moving listeners/sources, and Doppler.

final audio = GlintAudioEngine(backend: GlintSoLoudAudioBackend());
await audio.initialize();

final effects = audio.createBus('effects');
final impact = await audio.load(
  const GlintAudioSource.asset('assets/audio/impact.ogg'),
);
audio.playSpatial(impact, hitPosition, bus: effects);

Encoded bytes are supported too, so generated WAV data, encrypted asset archives, and application-managed download caches do not need temporary files:

final generated = await audio.load(
  GlintAudioSource.memory('generated.wav', wavBytes),
);

Use GlintAudioLoadMode.stream for long music/ambience and memory mode for latency-sensitive effects. Update the listener and moving spatial voices from the game loop; Glint forwards position and velocity for attenuation and Doppler.

The host needs CMake to build flutter_soloud (for example, brew install cmake on macOS). The backend is optional: applications that do not depend on glint_soloud do not inherit its native build.

Libraries

glint_soloud
Production SoLoud/miniaudio backend for Glint Engine.