Problem to solve
Currently flame_audio uses audioplayers for audio playback. This was useful in the beginning, as this provided a good compromise between reliability on the functionality through the platform, without the need to spend too much effort in implementing low level architecture audio features.
Proposal
Things have progressed and I think especially for games flutter_soloud may be a better fit:
- Low latency audio playback (all platforms)
- much more control for audio manipulation
- more performant
- same behavior across platforms
While I did not try to use flutter_soloud yet, it sounds worth a try. I also don't know how feasable it is to replace the player in flame_audio under the hood. But for the overall flame experience, we can think of making the switch, either directly in flame (via examples, integration, etc.) or via flame_audio.
See also: bluefireteam/audioplayers#2021
More information
No response
Other
I would just want to explore, and then decide on what is worth implementing / changing.
Problem to solve
Currently flame_audio uses audioplayers for audio playback. This was useful in the beginning, as this provided a good compromise between reliability on the functionality through the platform, without the need to spend too much effort in implementing low level architecture audio features.
Proposal
Things have progressed and I think especially for games flutter_soloud may be a better fit:
While I did not try to use flutter_soloud yet, it sounds worth a try. I also don't know how feasable it is to replace the player in flame_audio under the hood. But for the overall flame experience, we can think of making the switch, either directly in flame (via examples, integration, etc.) or via flame_audio.
See also: bluefireteam/audioplayers#2021
More information
No response
Other
I would just want to explore, and then decide on what is worth implementing / changing.