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>
This commit is contained in:
@@ -0,0 +1,5 @@
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import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
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abstract class DebugMusicPlayer {
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Future<void> playMusic(ImfMusic track, {bool looping = true});
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}
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@@ -0,0 +1,432 @@
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import 'dart:async';
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import 'dart:developer';
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import 'dart:io';
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import 'dart:typed_data';
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import 'package:wolf_3d_dart/src/engine/audio/debug_music_player.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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class NativeSubprocessAudio implements EngineAudio, DebugMusicPlayer {
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NativeSubprocessAudio({this.maxConcurrentSfx = 8});
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static bool get supportsCurrentPlatform =>
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Platform.isLinux || Platform.isMacOS || Platform.isWindows;
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final int maxConcurrentSfx;
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@override
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WolfensteinData? activeGame;
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bool _initialized = false;
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bool _isSupported = false;
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_AudioBackend _backend = _AudioBackend.none;
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String _windowsShellCommand = 'powershell';
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Process? _musicProcess;
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int _musicLoopToken = 0;
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String? _musicTempFilePath;
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final List<Process> _sfxProcesses = <Process>[];
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@override
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Future<void> init() async {
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if (_initialized) {
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return;
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}
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_backend = await _detectBackend();
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_isSupported = _backend != _AudioBackend.none;
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_initialized = true;
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if (_isSupported) {
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log('[NATIVE AUDIO] Subprocess backend enabled: ${_backend.name}');
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} else {
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log('[NATIVE AUDIO] No supported audio backend found; running silent.');
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}
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}
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@override
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void dispose() {
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unawaited(stopAllAudio());
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}
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@override
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Future<void> debugSoundTest() async {
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for (int i = 0; i < 50; i++) {
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await Future<void>.delayed(const Duration(milliseconds: 500));
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await playSoundEffectId(i);
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}
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}
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@override
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Future<void> playMenuMusic() async {
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final data = activeGame;
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final trackIndex = data == null
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? null
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: Music.menuTheme.trackIndexFor(data.version);
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if (data == null || trackIndex == null || trackIndex >= data.music.length) {
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return;
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}
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await playMusic(data.music[trackIndex]);
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}
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@override
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Future<void> playLevelMusic(Music music) async {
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final data = activeGame;
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if (data == null || data.music.isEmpty) {
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return;
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}
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final index = music.trackIndexFor(data.version) ?? 0;
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if (index < 0 || index >= data.music.length) {
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return;
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}
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await playMusic(data.music[index]);
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}
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@override
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Future<void> playMusic(ImfMusic track, {bool looping = true}) async {
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if (!_isSupported) {
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return;
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}
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final pcmSamples = ImfRenderer.render(track);
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final wavBytes = ImfRenderer.createWavFile(pcmSamples);
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if (looping) {
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await _startLoopingMusic(wavBytes);
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return;
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}
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await stopMusic();
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final process = await _startPlaybackProcess(
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wavBytes: wavBytes,
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role: _PlaybackRole.music,
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);
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if (process != null) {
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_musicProcess = process;
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}
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}
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Future<void> _startLoopingMusic(Uint8List wavBytes) async {
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await stopMusic();
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final int token = ++_musicLoopToken;
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while (_musicLoopToken == token) {
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final process = await _startPlaybackProcess(
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wavBytes: wavBytes,
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role: _PlaybackRole.music,
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);
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if (process == null) {
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break;
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}
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_musicProcess = process;
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await process.exitCode;
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if (_musicLoopToken != token) {
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break;
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}
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}
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}
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@override
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Future<void> stopMusic() async {
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_musicLoopToken++;
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_musicProcess?.kill();
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_musicProcess = null;
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final path = _musicTempFilePath;
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_musicTempFilePath = null;
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if (path != null) {
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await _cleanupTempWav(path);
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}
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}
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@override
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Future<void> stopAllAudio() async {
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await stopMusic();
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for (final process in List<Process>.from(_sfxProcesses)) {
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process.kill();
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}
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_sfxProcesses.clear();
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}
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@override
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Future<void> playSoundEffect(SoundEffect effect) async {
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final data = activeGame;
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if (data == null) {
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return;
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}
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final resolved = data.registry.sfx.resolve(effect);
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if (resolved != null) {
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await playSoundEffectId(resolved.slotIndex);
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return;
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}
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if (data.version == GameVersion.spearOfDestinyDemo) {
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return;
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}
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await playSoundEffectId(effect.idFor(data.version));
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}
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@override
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Future<void> playSoundEffectId(int sfxId) async {
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if (!_isSupported) {
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return;
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}
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final data = activeGame;
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if (data == null) {
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return;
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}
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final soundsList = data.sounds;
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if (sfxId < 0 || sfxId >= soundsList.length) {
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return;
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}
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final raw8bitBytes = soundsList[sfxId].bytes;
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if (raw8bitBytes.isEmpty) {
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return;
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}
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final Int16List converted16bit = Int16List(raw8bitBytes.length);
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for (int i = 0; i < raw8bitBytes.length; i++) {
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converted16bit[i] = (raw8bitBytes[i] - 128) * 256;
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}
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final wavBytes = ImfRenderer.createWavFile(
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converted16bit,
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sampleRate: 7000,
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);
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if (_sfxProcesses.length >= maxConcurrentSfx) {
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final oldest = _sfxProcesses.removeAt(0);
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oldest.kill();
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}
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final process = await _startPlaybackProcess(
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wavBytes: wavBytes,
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role: _PlaybackRole.sfx,
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);
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if (process == null) {
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return;
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}
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_sfxProcesses.add(process);
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unawaited(
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process.exitCode.then((_) {
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_sfxProcesses.remove(process);
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}),
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);
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}
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Future<Process?> _startPlaybackProcess({
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required Uint8List wavBytes,
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required _PlaybackRole role,
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}) async {
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try {
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switch (_backend) {
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case _AudioBackend.linuxPipeWire:
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return _startFilePlaybackProcess('pw-play', const [], wavBytes, role);
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case _AudioBackend.linuxPulseAudio:
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return _startFilePlaybackProcess('paplay', const [], wavBytes, role);
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case _AudioBackend.linuxAplay:
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return _startFilePlaybackProcess(
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'aplay',
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const ['-q'],
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wavBytes,
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role,
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);
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case _AudioBackend.macosAfplay:
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return _startFilePlaybackProcess('afplay', const [], wavBytes, role);
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case _AudioBackend.windowsPowerShell:
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return _startWindowsPlaybackProcess(wavBytes, role: role);
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case _AudioBackend.none:
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return null;
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}
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} catch (error) {
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log('[NATIVE AUDIO] Failed to start playback process: $error');
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return null;
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}
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}
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Future<Process> _startFilePlaybackProcess(
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String executable,
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List<String> baseArguments,
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Uint8List wavBytes,
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_PlaybackRole role,
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) async {
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final path = await _writeTempWav(wavBytes, prefix: 'wolf3d_native_audio_');
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if (role == _PlaybackRole.music) {
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final existing = _musicTempFilePath;
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_musicTempFilePath = path;
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if (existing != null && existing != path) {
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await _cleanupTempWav(existing);
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}
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}
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final process = await Process.start(executable, <String>[
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...baseArguments,
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path,
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]);
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unawaited(
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process.exitCode.then((code) async {
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if (code != 0) {
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log('[NATIVE AUDIO] Player exited with code $code: $executable');
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}
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await _cleanupTempWav(path);
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}),
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);
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return process;
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}
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Future<Process> _startWindowsPlaybackProcess(
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Uint8List wavBytes, {
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required _PlaybackRole role,
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}) async {
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final path = await _writeWindowsTempWav(wavBytes, role: role);
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if (role == _PlaybackRole.music) {
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final existing = _musicTempFilePath;
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_musicTempFilePath = path;
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if (existing != null && existing != path) {
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await _cleanupTempWav(existing);
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}
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}
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final escapedPath = path.replaceAll("'", "''");
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final script = "(New-Object Media.SoundPlayer '$escapedPath').PlaySync()";
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final process = await Process.start(_windowsShellCommand, <String>[
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'-NoProfile',
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'-NonInteractive',
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'-Command',
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script,
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]);
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unawaited(
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process.exitCode.then((_) async {
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await _cleanupTempWav(path);
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}),
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);
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return process;
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}
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Future<String> _writeWindowsTempWav(
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Uint8List wavBytes, {
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required _PlaybackRole role,
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}) async {
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final tempDir = await Directory.systemTemp.createTemp(
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'wolf3d_native_audio_',
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);
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final suffix = role == _PlaybackRole.music
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? 'music_${DateTime.now().microsecondsSinceEpoch}.wav'
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: 'sfx_${DateTime.now().microsecondsSinceEpoch}.wav';
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final path = '${tempDir.path}${Platform.pathSeparator}$suffix';
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await File(path).writeAsBytes(wavBytes, flush: true);
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return path;
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}
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Future<String> _writeTempWav(
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Uint8List wavBytes, {
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required String prefix,
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}) async {
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final tempDir = await Directory.systemTemp.createTemp(prefix);
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final path =
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'${tempDir.path}${Platform.pathSeparator}audio_${DateTime.now().microsecondsSinceEpoch}.wav';
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await File(path).writeAsBytes(wavBytes, flush: true);
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return path;
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}
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Future<_AudioBackend> _detectBackend() async {
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if (Platform.isLinux) {
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final hasPwPlay = await _commandExists('pw-play');
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if (hasPwPlay) {
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return _AudioBackend.linuxPipeWire;
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}
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final hasPaplay = await _commandExists('paplay');
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if (hasPaplay) {
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return _AudioBackend.linuxPulseAudio;
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}
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final hasAplay = await _commandExists('aplay');
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if (hasAplay) {
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return _AudioBackend.linuxAplay;
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}
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}
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if (Platform.isMacOS) {
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final hasAfplay = await _commandExists('afplay');
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if (hasAfplay) {
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return _AudioBackend.macosAfplay;
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}
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}
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if (Platform.isWindows) {
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final hasPowerShell = await _commandExists('powershell');
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if (hasPowerShell) {
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_windowsShellCommand = 'powershell';
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return _AudioBackend.windowsPowerShell;
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}
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final hasPwsh = await _commandExists('pwsh');
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if (hasPwsh) {
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_windowsShellCommand = 'pwsh';
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return _AudioBackend.windowsPowerShell;
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}
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}
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return _AudioBackend.none;
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}
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Future<bool> _commandExists(String command) async {
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final probe = Platform.isWindows
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? await Process.run('where', <String>[command])
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: await Process.run('which', <String>[command]);
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return probe.exitCode == 0;
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}
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Future<void> _cleanupTempWav(String path) async {
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try {
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final file = File(path);
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if (await file.exists()) {
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await file.delete();
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}
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final directory = file.parent;
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if (await directory.exists()) {
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await directory.delete();
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}
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} catch (error) {
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log('[NATIVE AUDIO] Temp WAV cleanup failed: $error');
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}
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}
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}
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enum _AudioBackend {
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none,
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linuxPipeWire,
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linuxPulseAudio,
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linuxAplay,
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macosAfplay,
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windowsPowerShell,
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}
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enum _PlaybackRole { music, sfx }
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@@ -0,0 +1,44 @@
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import 'package:wolf_3d_dart/src/engine/audio/debug_music_player.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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class NativeSubprocessAudio implements EngineAudio, DebugMusicPlayer {
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NativeSubprocessAudio({this.maxConcurrentSfx = 8});
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static bool get supportsCurrentPlatform => false;
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final int maxConcurrentSfx;
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@override
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WolfensteinData? activeGame;
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@override
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Future<void> debugSoundTest() async {}
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@override
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Future<void> init() async {}
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@override
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void dispose() {}
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@override
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Future<void> playMenuMusic() async {}
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@override
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Future<void> playLevelMusic(Music music) async {}
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@override
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Future<void> stopMusic() async {}
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@override
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Future<void> stopAllAudio() async {}
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@override
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Future<void> playSoundEffect(SoundEffect effect) async {}
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@override
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Future<void> playSoundEffectId(int sfxId) async {}
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@override
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Future<void> playMusic(ImfMusic track, {bool looping = true}) async {}
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}
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+4
-12
@@ -1,13 +1,13 @@
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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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class CliSilentAudio implements EngineAudio {
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class SilentAudio implements EngineAudio {
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@override
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WolfensteinData? activeGame;
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@override
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Future<void> init() async {
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// No-op for CLI
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// No-op fallback backend.
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}
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@override
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@@ -23,18 +23,10 @@ class CliSilentAudio implements EngineAudio {
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Future<void> stopAllAudio() async {}
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@override
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void playSoundEffect(SoundEffect effect) {
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// Optional: You could use the terminal 'bell' character here
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// to actually make a system beep when a sound plays!
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// stdout.write('\x07');
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}
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void playSoundEffect(SoundEffect effect) {}
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@override
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void playSoundEffectId(int sfxId) {
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// Optional: You could use the terminal 'bell' character here
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// to actually make a system beep when a sound plays!
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// stdout.write('\x07');
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}
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void playSoundEffectId(int sfxId) {}
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@override
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void dispose() {}
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@@ -51,7 +51,7 @@ class WolfEngine {
|
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),
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_availableGames = availableGames ?? <WolfensteinData>[data!],
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saveGameCodec = saveGameCodec ?? CompatibleSaveGameCodec(),
|
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audio = engineAudio ?? CliSilentAudio(),
|
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audio = engineAudio ?? SilentAudio(),
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doorManager = DoorManager(
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onPlaySound: (effect) => engineAudio?.playSoundEffect(effect),
|
||||
),
|
||||
|
||||
Reference in New Issue
Block a user