Engine Whats New
flutter/flutter
Generates the "what's new" release summary and diff file for changes in the Flutter engine (//engine/src/flutter) between two releases (e.g., 3.47 vs 3.44).
Explains the mental model for the flutter_soloud audio plugin: the SoLoud.instance singleton, AudioSource versus SoundHandle, synchronous play and platform limits.
$ npx skills add alnitak/flutter_soloud --skill flutter-soloud-idioms -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install alnitak/flutter_soloud flutter-soloud-idioms --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/alnitak/flutter_soloud.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/flutter-soloud-idioms .claude/skills/flutter-soloud-idioms && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "flutter-soloud-idioms" agent skill from https://github.com/alnitak/flutter_soloud/tree/main/skills/flutter-soloud-idioms into .claude/skills/flutter-soloud-idioms/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "flutter-soloud-idioms", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/alnitak/flutter_soloud/tree/main/skills/flutter-soloud-idiomsType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add alnitak/flutter_soloud --skill flutter-soloud-idioms -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install alnitak/flutter_soloud flutter-soloud-idioms --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/alnitak/flutter_soloud.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/flutter-soloud-idioms .agents/skills/flutter-soloud-idioms && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "flutter-soloud-idioms" agent skill from https://github.com/alnitak/flutter_soloud/tree/main/skills/flutter-soloud-idioms into .agents/skills/flutter-soloud-idioms/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "flutter-soloud-idioms", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add alnitak/flutter_soloud --skill flutter-soloud-idioms -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install alnitak/flutter_soloud flutter-soloud-idioms --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/alnitak/flutter_soloud.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/flutter-soloud-idioms .cursor/skills/flutter-soloud-idioms && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "flutter-soloud-idioms" agent skill from https://github.com/alnitak/flutter_soloud/tree/main/skills/flutter-soloud-idioms into .cursor/skills/flutter-soloud-idioms/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "flutter-soloud-idioms", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/alnitak/flutter_soloud.git --path skills/flutter-soloud-idioms--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add alnitak/flutter_soloud --skill flutter-soloud-idioms -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install alnitak/flutter_soloud flutter-soloud-idioms --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/alnitak/flutter_soloud.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/flutter-soloud-idioms .gemini/skills/flutter-soloud-idioms && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "flutter-soloud-idioms" agent skill from https://github.com/alnitak/flutter_soloud/tree/main/skills/flutter-soloud-idioms into .gemini/skills/flutter-soloud-idioms/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "flutter-soloud-idioms", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install alnitak/flutter_soloud flutter-soloud-idiomsInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add alnitak/flutter_soloud --skill flutter-soloud-idioms -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/alnitak/flutter_soloud.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/flutter-soloud-idioms .github/skills/flutter-soloud-idioms && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "flutter-soloud-idioms" agent skill from https://github.com/alnitak/flutter_soloud/tree/main/skills/flutter-soloud-idioms into .github/skills/flutter-soloud-idioms/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "flutter-soloud-idioms", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add alnitak/flutter_soloud --skill flutter-soloud-idioms -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install alnitak/flutter_soloud flutter-soloud-idioms --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/alnitak/flutter_soloud.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/flutter-soloud-idioms .opencode/skills/flutter-soloud-idioms && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "flutter-soloud-idioms" agent skill from https://github.com/alnitak/flutter_soloud/tree/main/skills/flutter-soloud-idioms into .opencode/skills/flutter-soloud-idioms/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "flutter-soloud-idioms", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
flutter-soloud-idiomsExplains the mental model for the flutter_soloud audio plugin: the SoLoud.instance singleton, AudioSource versus SoundHandle, synchronous play and platform limits.
flutter_soloud is a thin Dart FFI wrapper over the SoLoud C++ engine with a miniaudio backend, and the skill stresses that it is a low-level mixer rather than a media player. You load a sound as an AudioSource, then start playing instances of it that are SoundHandle voices, all on one global engine behind SoLoud.instance. Habits from audioplayers, just_audio or the Web Audio API lead to wrong code, so the skill is meant to be read before writing any flutter_soloud code.
The API notes cover awaiting init before anything else, the isInitialized check, deinit and deinitAsync disposing every loaded sound, the async load methods for assets, files, URLs and memory, play returning its handle synchronously, playSource as a load-and-play shortcut, per-voice controls taking a handle, explicit disposal of sources, and a concurrent voice cap of 16 by default with a hard maximum of 1023. It also helps with SoLoudNotInitializedException, silent playback and migrations.
Read from SKILL.md and the folder at commit 289697e. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
Shell commands in SKILL.md call:
dartFrom the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
pub.devFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
flutter_soloud Idioms loads about 2.3k tokens when it runs. Until then it costs about 101 tokens; SKILL.md has 880 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from alnitak/flutter_soloud at commit 289697e, republished under its MIT licence (© alnitak). 880 words, ~2,286 tokens.
.claude/skills/flutter-soloud-idioms/SKILL.md (or your agent's skills folder).flutter_soloud is a thin Dart FFI wrapper over the SoLoud C++ engine (miniaudio backend). It is a low-level mixer API, not a media player: you load sounds (AudioSource), then spawn playing instances of them (SoundHandle voices). Everything lives on one global engine behind SoLoud.instance. Read this before writing any flutter_soloud code — assumptions carried over from audioplayers, just_audio, or the Web Audio API will produce wrong code.
import 'package:flutter_soloud/flutter_soloud.dart';
Future<void> main() async {
WidgetsFlutterBinding.ensureInitialized();
// MUST be awaited before any other SoLoud call.
await SoLoud.instance.init();
// Load once: an AudioSource is the loaded sample, identified by its
// SoundHash. Loading is async; keep the source around.
final sound = await SoLoud.instance.loadAsset('assets/explosion.mp3');
// play() is SYNCHRONOUS: it spawns a voice and returns its handle
// immediately. The handle controls that one playing instance.
final SoundHandle handle = SoLoud.instance.play(
sound,
volume: 0.8,
looping: false,
);
// ... on teardown (e.g. top-level widget dispose()):
SoLoud.instance.deinit(); // or: await SoLoud.instance.deinitAsync();
}SoLoud.instance — the singleton. One engine exists in C++, so only one SoLoud exists in Dart; do not construct your own.Future<void> init({PlaybackDevice? device, bool automaticCleanup = false, int sampleRate = 44100, int bufferSize = 2048, Channels channels = Channels.stereo, bool lowLatency = true, ...}) — initializes the engine. Must be awaited before anything else.bool get isInitialized — synchronous readiness check (false while init is in flight or after failure/deinit).void deinit() / Future<void> deinitAsync() — teardown: stops the engine and disposes ALL resources, including loaded sounds. Call once at app exit; deinitAsync runs native teardown off the UI thread.Future<AudioSource> loadAsset(String key, {LoadMode mode = LoadMode.memory, ...}) — also loadFile(String path) (not on web), loadUrl(String url), loadMem(...), loadWaveform(...). All async; all return AudioSource.SoundHandle play(AudioSource sound, {int busId = 0, double volume = 1, double pan = 0, bool paused = false, bool looping = false, Duration loopingStartAt = Duration.zero, Duration? loopingEndAt, double scale = 1}) — synchronous, returns the handle immediately.Future<AudioSource> playSource({String? asset, String? file, String? url, LoadMode mode = LoadMode.disk, ...}) — convenience load+play; exactly one of asset/file/url.SoundHandle: stop(handle), setPause(handle, bool), setLooping(handle, bool), etc.disposeSource(AudioSource) / disposeAllSources() — free loaded samples. Loaded sources live until disposed (or until deinit()); play() does not unload anything.setMaxActiveVoiceCount(int) / getMaxActiveVoiceCount() — concurrent voice cap, default 16, hard max 1023.Stream<AudioDeviceStartFailure> get audioDeviceStartFailures — the ONLY channel that reports output-device start failures from synchronous play APIs (see Traps).SoLoudException hierarchy. SoLoudDartException subclasses come from the Dart side (SoLoudNotInitializedException, SoLoudSoundHashNotFoundDartException, ...); SoLoudCppException subclasses are mapped from the native PlayerErrors enum (SoLoudFileNotFoundException, SoLoudNoPlaybackDevicesFoundCppException, ...). Catch SoLoudException to catch all.Divergences from audioplayers/just_audio you must unlearn:
| Instead of (other plugins) | Do this in flutter_soloud |
|---|---|
final player = AudioPlayer() | SoLoud.instance (singleton, no player instances) |
player.setSourceUrl(url) then player.resume() | final sound = await SoLoud.instance.loadUrl(url); then SoLoud.instance.play(sound); |
player.onPlayerComplete.listen(...) | sound.soundEvents.listen((e) { if (e.event == SoundEventType.handleIsNoMoreValid) ... }) or sound.allInstancesFinished.first |
player.setVolume(0.5) | SoLoud.instance.setVolume(handle, 0.5) (per-handle) or SoLoud.instance.setGlobalVolume(0.5) |
player.seek(pos) | SoLoud.instance.seek(handle, pos) (handles only; can't seek unloaded sources) |
player.stop() | SoLoud.instance.stop(handle) or SoLoud.instance.stopAudioSource(sound) |
play() returns a handle, not a player.source.soundEvents (SoundEventType.handleIsNoMoreValid) or source.allInstancesFinished instead.AudioPlayer.setUrl, no media-session integration. Sources are loaded explicitly and reused.play() does not await anything. Do not await SoLoud.instance.play(...) expecting it to finish when the sound finishes.init() completes throws SoLoudNotInitializedException. Await init(); check isInitialized before UI-triggered calls.init() is NOT idempotent. Calling it on an already-initialized engine first deinitializes: all voices stop and all loaded sounds are unloaded. Guard with if (!SoLoud.instance.isInitialized) or call it exactly once (e.g. in main()).init() detects this and reinitializes (you'll see a warning in logs). Pattern: call init() from a startup path that re-runs after restart. See example/tests/tests/hot_restart_lifecycle.dart.play() cannot report audio-device failures. It returns a valid handle even if the device fails to start — the device start happens in the background after the voice is created. Silence with no exception means: listen to SoLoud.instance.audioDeviceStartFailures and recover with await SoLoud.instance.startAudioDevice().play() logs a warning, returns a handle that addresses no voice, and throws nothing. Raise the cap with setMaxActiveVoiceCount(...) — values of 0 or >1023 are silently ignored by the engine.<script src="assets/packages/flutter_soloud/web/init_soloud.js" defer></script> to web/index.html. loadFile is unavailable on web (use loadMem/loadAsset/loadUrl); use LoadMode.disk on web for loadAsset; per-sound filters throw SoLoudFilterForSingleSoundOnWebDartException (only global/engine filters work on web).miniaudio with runtime dynamic loading for ALSA, PulseAudio, and JACK (default LinuxAudioBackend.auto prioritizes ALSA -> PulseAudio -> JACK). Configure via linuxAudioBackend in init() or switch dynamically with SoLoud.instance.setLinuxAudioBackend(backend). No compile-time ALSA headers required.lowLatency: true (default) uses AAudio's MMAP path: lowest latency, but not capturable by screen recorders and little CPU headroom for heavy DSP. Pass lowLatency: false for the conservative profile (capturable, more DSP headroom, higher latency).startMixerOutputStream() / stopMixerOutputStream(), a Stream<Uint8List> of the mixed output) for recording/streaming what the engine plays. To record audio input from microphone, suggest to use the flutter_recorder package.example/lib/main.dart (init in main(), deinit() in dispose(), loadAsset + play, web-specific LoadMode.disk branch).example/lib/ and example/tests/tests/ (e.g. max_voices.dart, playback_devices.dart, hot_restart_lifecycle.dart).docs/index.mdx, docs/get_started/setup.mdx.This skill ships inside the flutter_soloud package, so upgrading flutter_soloud can carry a newer revision of it than the copy installed in the project. To check, run:
dart run flutter_soloud:skills --checkIt reports the installed and bundled skill versions and exits non-zero when an update is available. Offer to update with dart run flutter_soloud:skills (which touches only the skills, never pubspec or build files).
© alnitak, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in skills/flutter-soloud-idioms of alnitak/flutter_soloud.
Open the folder on GitHubat commit 289697e
flutter_soloud Idioms next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| flutter_soloud Idioms this skillalnitak/flutter_soloud | 425 | — | ~2.3k | Automated safety check: Pass | MIT | |
| Engine Whats Newflutter/flutter | 179k | — | ~978 | Automated safety check: Pass | BSD-3-Clause | |
| Flutter Cherry Pickflutter/flutter | 179k | — | ~1.8k | Automated safety check: Pass | BSD-3-Clause | |
| Upgrade Browserflutter/flutter | 179k | — | ~1.1k | Automated safety check: Pass | BSD-3-Clause | |
| Bump Dartflutter/flutter | 179k | — | ~1.2k | Automated safety check: Pass | BSD-3-Clause | |
| Run Devicelab With Ledflutter/flutter | 179k | — | ~786 | Automated safety check: Pass | BSD-3-Clause |
flutter/flutter
Generates the "what's new" release summary and diff file for changes in the Flutter engine (//engine/src/flutter) between two releases (e.g., 3.47 vs 3.44).
flutter/flutter
How to land a formal cherry-pick of a merged PR for the flutter/flutter repo stable or beta channel.
flutter/flutter
Upgrade browser versions (Chrome or Firefox) in the Flutter Web Engine and/or Framework tests.
flutter/flutter
Do not trigger automatically; only run when a user runs /bump-dart.
flutter/flutter
Run DeviceLab tests for Flutter PRs using LUCI's led CLI tool.
flutter/flutter
Automate shepherding, checking status, updating branches, and landing open PRs or approved third-party contributor PRs in the flutter/flutter repository using the gh CLI.
alnitak/flutter_soloud
Explains how to add and tune flutter_soloud's 13 audio filters at global, per-sound and mixing-bus level, including activation order and parameter fades.
alnitak/flutter_soloud
Teaches flutter_soloud mixing buses for routing groups of sounds through shared sub-mixes with collective volume and filters, such as separate music, SFX and UI sliders.
alnitak/flutter_soloud
Walks through adding the flutter_soloud audio engine to a Flutter app, with per-platform setup, initialization, binary-size and logging options, and output device switching.
alnitak/flutter_soloud
Teaches the push buffer-stream API of flutter_soloud for playing audio that arrives in chunks, such as icecast radio, WebSocket PCM feeds or streaming TTS, instead of a complete file.
alnitak/flutter_soloud
Shows how to build audio visualizers in Flutter with flutter_soloud, using live FFT and wave data or offline waveform extraction, plus volume readings for level meters.
alnitak/flutter_soloud
Teaches positional (3D) audio in fluttersoloud — play3d/play3dClocked/play3dScheduled, listener position/orientation/velocity, per-source attenuation and Doppler, and the per-frame update pattern.
Categories
Explains the mental model for the flutter_soloud audio plugin: the SoLoud.instance singleton, AudioSource versus SoundHandle, synchronous play and platform limits. flutter_soloud is a thin Dart FFI wrapper over the SoLoud C++ engine with a miniaudio backend, and the skill stresses that it is a low-level mixer rather than a media player.instance.
flutter_soloud Idioms fits situations like: playing a sound effect or music in a Flutter app; debugging a SoLoudNotInitializedException or silent playback; migrating audio code from audioplayers or just_audio.
Run `npx skills add alnitak/flutter_soloud --skill flutter-soloud-idioms -a claude-code`. Or copy the skill folder (skills/flutter-soloud-idioms in alnitak/flutter_soloud) into .claude/skills/flutter-soloud-idioms in your project. Claude Code loads it when a task matches its description.
Run `npx skills add alnitak/flutter_soloud --skill flutter-soloud-idioms -a codex`. Or copy the skill folder (skills/flutter-soloud-idioms in alnitak/flutter_soloud) into .agents/skills/flutter-soloud-idioms in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add alnitak/flutter_soloud --skill flutter-soloud-idioms -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/flutter-soloud-idioms, .gemini/skills/flutter-soloud-idioms, .github/skills/flutter-soloud-idioms and .opencode/skills/flutter-soloud-idioms in your project.
Going by SKILL.md and its folder, flutter_soloud Idioms needs the command-line tools its instructions call (dart). Our summary lists: A Flutter app with the flutter_soloud plugin.
SKILL.md names 1 domain. As links in the text: pub.dev. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
flutter_soloud Idioms is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.3k tokens (SKILL.md is roughly 9.1k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with flutter_soloud Idioms: Engine Whats New (flutter/flutter, 179k stars), Flutter Cherry Pick (flutter/flutter, 179k stars), Upgrade Browser (flutter/flutter, 179k stars) and Bump Dart (flutter/flutter, 179k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
alnitak (a GitHub user) maintains it in alnitak/flutter_soloud, which has 425 GitHub stars. The repository holds 14 skills in this directory. The repository was last updated on October 6, 2026.
Source: alnitak/flutter_soloud on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.