Audio¶
Playing audio is essential for any game, so we made it simple!
First you have to add flame_audio to your dependency
list in your pubspec.yaml
file:
dependencies:
flame_audio: 1.1.1
The latest version can be found on pub.dev.
After installing the flame_audio
package you can add audio files in the assets section of your
pubspec.yaml
file. Make sure that the audio files exists in the paths that you provide.
The default directory for FlameAudio
is assets/audio
(which can be changed) and for AudioPool
the default directory is assets/audio/sfx
.
For the examples below, your pubspec.yaml
file needs to contain something like this:
flutter:
assets:
- assets/audio/explosion.mp3
- assets/audio/music.mp3
(The default directory for FlameAudio
is assets/audio
(which can be changed) and for AudioPool
the default directory is assets/audio/sfx
.)
Then you have the following methods at your disposal:
import 'package:flame_audio/flame_audio.dart';
// For shorter reused audio clips, like sound effects
FlameAudio.play('explosion.mp3');
// For looping an audio file
FlameAudio.loop('music.mp3');
// For playing a longer audio file
FlameAudio.playLongAudio('music.mp3');
// For looping a longer audio file
FlameAudio.loopLongAudio('music.mp3');
// For background music that should be paused/played when the pausing/resuming the game
FlameAudio.bgm.play('music.mp3');
The difference between the play/loop
and playLongAudio/loopLongAudio
is that play/loop
makes
use of optimized features that allow sounds to be looped without gaps between their iterations, and
almost no drop on the game frame rate will happen. You should whenever possible, prefer the former
methods.
playLongAudio/loopLongAudio
allows for audios of any length to be played, but they do create frame
rate drop, and the looped audio will have a small gap between iterations.
You can use the Bgm
class (via FlameAudio.bgm
) to play looping background music
tracks. The Bgm
class lets Flame automatically manage the pausing and resuming of background music
tracks when the game is backgrounded or comes back to the foreground.
Some file formats that work across devices and that we recommend are: MP3, OGG and WAV.
This bridge library (flame_audio) uses audioplayers in order to allow for playing multiple sounds simultaneously (crucial in a game). You can check the link for a more in-depth explanation.
Finally, you can pre-load your audios. Audios need to be stored in the memory the first time they are requested; therefore, the first time you play each mp3 you might get a delay. In order to pre-load your audios, just use:
await FlameAudio.audioCache.load('explosion.mp3');
You can load all your audios in the beginning in your game’s onLoad
method so that they always
play smoothly. To load multiple audio files, use the loadAll
method:
await FlameAudio.audioCache.loadAll(['explosion.mp3', 'music.mp3'])
Finally, you can use the clear
method to remove a file that has been loaded into the cache:
FlameAudio.audioCache.clear('explosion.mp3');
There is also a clearCache
method, that clears the whole cache.
This might be useful if, for instance, your game has multiple levels and each has a different set of sounds and music.
Both load methods return a Future
for the File
s loaded.
Both on play
and loop
you can pass an additional optional double parameter, the volume
(defaults to 1.0
).
Both the play
and loop
methods return an instance of an AudioPlayer
from the
audioplayers lib, that allows you to stop, pause and
configure other parameters.