AudioManager constructor

AudioManager({
  1. int sfxPoolCapacity = 6,
})

ENH-79: how many AudioPlayers playSfx keeps warm and reuses for one-shot SFX, instead of creating (and disposing) a fresh native audio channel on every single call — a combo/win-streak casual game firing 15-20 SFX/second would otherwise open that many concurrent native channels, which can stutter/drop audio on a low-end Android device. A burst beyond sfxPoolCapacity still always plays (never refused/dropped) — ObjectPool just disposes the excess instead of retaining it, so the pool's resting size never grows past this.

Implementation

AudioManager({this.sfxPoolCapacity = 6});