feat: Implement audio backend with subprocess support and refactor audio handling
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
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@@ -6,20 +6,24 @@ import 'package:flutter/services.dart';
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import 'package:wolf_3d_dart/wolf_3d_data.dart';
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import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
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import 'package:wolf_3d_dart/wolf_3d_engine.dart';
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import 'package:wolf_3d_dart/wolf_3d_synth.dart';
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import 'package:wolf_3d_flutter/audio/default_audio_backend.dart';
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import 'package:wolf_3d_flutter/wolf_3d_input_flutter.dart';
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export 'audio/debug_music_player.dart' show DebugMusicPlayer;
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export 'audio/wolf_audio.dart' show WolfAudio;
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/// Coordinates asset discovery, audio initialization, and input reuse for apps.
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class Wolf3d {
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/// Creates an empty facade that must be initialized with [init].
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Wolf3d();
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Wolf3d({EngineAudio? audioBackend})
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: audio = audioBackend ?? createDefaultAudioBackend();
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/// All successfully discovered or bundled game data sets.
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final List<WolfensteinData> availableGames = [];
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WolfensteinData? _activeGame;
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/// Shared engine audio backend used by menus and gameplay sessions.
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final EngineAudio audio = WolfAudio();
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final EngineAudio audio;
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/// Engine menu background color as 24-bit RGB.
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int menuBackgroundRgb = 0x890000;
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