glint_soloud 0.1.0
glint_soloud: ^0.1.0 copied to clipboard
Low-latency spatial SoLoud audio backend for Glint Engine.
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.