flutter3d_audio 0.6.0
flutter3d_audio: ^0.6.0 copied to clipboard
Positional audio for flutter3d: attenuation, panning and voice limiting, with a pluggable backend.
0.6.0 #
- No changes of its own. Attenuation, panning, voice limiting and the
pluggable backend are byte for byte 0.5.0's, and this package names no sibling
in its pubspec, so nothing here had to follow anything. The workspace is
released as a set, in the order
ARCHITECTURE.md§16 gives, and the version moves with the rest so that one number names one tree.
0.5.0 #
Breaking. The issue sink is named apart and takes an object.
IssueSinkisAudioIssueSink, taking anAudioIssue. Two identicaltypedefs were interchangeable and cost nothing; two identical classes are not, and a program importing this package andflutter3d_gamewould have had to prefix one at every use. This package depends on nothing of ours so that a program can take the sound without the rest, and its own vocabulary is what that means.
0.4.0 #
SoLoudBackend.openwaits out the web module. flutter_soloud's wasm initialises aftermainis already running, and aninitcalled in that gap throws — which, on the web, looked exactly like a game with no sound.opennow retries for up to five seconds before rethrowing into the caller's fallback-to-silence. The other half of web audio is the application's: two script tags inindex.htmland cross-origin isolation headers, which the template app now carries.
0.3.0 #
- No changes of its own. The workspace is released as a set, in the order
ARCHITECTURE.md§16 gives, so this package's version moves with the rest and its constraints on its siblings move with it.
0.2.0 #
- Mix buses opened like
GameAction, spent when a voice is issued rather than when it is chosen. - One list of sounds shared by the games that had each written their own.
0.1.0 #
- Positional audio: attenuation, panning and voice limiting.
- A pluggable backend, so a build with no audio device plays the game in silence rather than refusing to start.