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Positional audio for flutter3d without a backend: attenuation, panning, occlusion, voice limiting and the mixer's buses.

flutter3d_audio_core #

Positional audio for flutter3d without a backend: attenuation, panning, occlusion and voice limiting in AudioScene, the buses of a Mixer, and the SoundDef and SoundBank a game describes its sounds with. AudioBackend is the seam a backend fills.

Most games want flutter3d_audio, which re-exports this package and adds the SoLoud backend. Depend on this one directly when a package only names buses, sounds or a scene and should not carry native audio code: flutter3d_game's settings panel is the case it was split out for.

The design notes, why the geometry is computed in Dart and not in SoLoud's 3D layer, are in flutter3d_audio's README.

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Positional audio for flutter3d without a backend: attenuation, panning, occlusion, voice limiting and the mixer's buses.

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Topics

#audio #sound #game-development #positional-audio

License

MIT (license)

Dependencies

flutter, vector_math

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