Refactor audio handling in Wolfenstein 3D
- Updated main.dart to use NativeSubprocessAudio instead of CliSubprocessAudio. - Introduced DebugMusicPlayer interface for music playback. - Implemented NativeSubprocessAudio for native audio handling with subprocesses. - Added SilentAudio class as a no-op fallback for audio. - Removed deprecated FlutterAudioAdapter and default audio backend implementations. - Integrated Wolf3dPlatformAudio to manage audio across platforms, selecting between NativeSubprocessAudio and an embedded audio player. - Updated wolf_3d_engine.dart to use SilentAudio as the default audio backend. - Cleaned up audio-related files and ensured proper audio initialization and playback functionality. Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
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@@ -7,7 +7,7 @@ library;
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import 'dart:io';
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import 'package:wolf_3d_cli/cli_game_loop.dart';
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import 'package:wolf_3d_cli/cli_subprocess_audio.dart';
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import 'package:wolf_3d_dart/wolf_3d_audio.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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@@ -63,7 +63,7 @@ void main() async {
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stdout.terminalLines,
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),
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input: CliInput(),
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engineAudio: CliSubprocessAudio(),
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engineAudio: NativeSubprocessAudio(),
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onGameWon: () => stopAndExit(0),
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onQuit: () => stopAndExit(0),
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saveGamePersistence: DefaultSaveGamePersistence(),
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