Agent skill

Flutter Soloud Playback

by alnitak in alnitak/flutter_soloud

Teaches everyday playback control in the fluttersoloud package — play()/playSource, pause/stop/seek, looping regions, play speed, and voice introspection and management.

MITAuto-check passedMobile

Install Flutter Soloud Playback

skills CLI
$ npx skills add alnitak/flutter_soloud --skill flutter-soloud-playback -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install alnitak/flutter_soloud flutter-soloud-playback --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/alnitak/flutter_soloud.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/flutter-soloud-playback .claude/skills/flutter-soloud-playback && rm -rf skills-src

Use ~/.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/

Facts

Skill name
flutter-soloud-playback
GitHub stars
424
Token cost
~2.6k tokens
SKILL.md length
722 words
Files
1
Skills in repo
14
Repo updated
First seen
Licence
MIT

At a glance

Teaches everyday playback control in the fluttersoloud package — play()/playSource, pause/stop/seek, looping regions, play speed, and voice introspection and management.

  • The user asks to play a sound
  • SKILL.md covers Minimal example, The API shape, Traps and More depth, plus 1 more section
  • Calls dart
  • Pause/resume/stop playback

What it does

Flutter Soloud Playback is an agent skill from alnitak/flutter_soloud. Teaches everyday playback control in the fluttersoloud package — play()/playSource, pause/stop/seek, looping regions, play speed, and voice introspection and management. Use when the user asks to play a sound, pause/resume/stop playback, seek or show position, loop a region of a track, change playback speed, or manage concurrent voices with fluttersoloud.

Its SKILL.md is about 2.6k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Mobile, covering Cross-platform mobile apps. It works with Flutter. The repository describes itself as: Flutter low-level audio plugin using SoLoud C++ library and FFI. The licence is MIT.

When your agent uses it

  • The user asks to play a sound
  • Pause/resume/stop playback
  • Loop a region of a track
  • Change playback speed

Example prompts

  • “Use the flutter-soloud-playback skill to teach everyday playback control in the fluttersoloud package — play()/playSource, pause/stop/seek, looping…”
  • “/flutter-soloud-playback”

What it can do on your machine

Read from SKILL.md and the folder at commit 289697e. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    Shell commands in SKILL.md call:

    • dart

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Flutter Soloud Playback loads about 2.6k tokens when it runs. Until then it costs about 96 tokens; SKILL.md has 722 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~96
When it runs · the whole SKILL.md, loaded when a task matches
~2.6k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from alnitak/flutter_soloud at commit 289697e, republished under its MIT licence (© alnitak). 722 words, ~2,583 tokens.

Download SKILL.mdSave it as .claude/skills/flutter-soloud-playback/SKILL.md (or your agent's skills folder).
name
flutter-soloud-playback
description
Teaches everyday playback control in the flutter_soloud package — play()/playSource, pause/stop/seek, looping regions, play speed, and voice introspection and management. Use when the user asks to play a sound, pause/resume/stop playback, seek or show position, loop a region of a track, change playback speed, or manage concurrent voices with flutter_soloud.
version
1

flutter_soloud is not a "player object" API like audioplayers or just_audio. You load audio once into an AudioSource (the sample data, kept in RAM or on disk), then start any number of playing instances of it with play(). Each instance is a SoundHandle — an ephemeral voice that becomes invalid the moment it stops or ends. All control methods (setPause, seek, setVolume, ...) take a SoundHandle, not the source.

Minimal example

dart
import 'package:flutter_soloud/flutter_soloud.dart';

Future<void> main() async {
  await SoLoud.instance.init();

  final source = await SoLoud.instance.loadAsset('assets/music.mp3');

  // play() is synchronous and returns immediately.
  final handle = SoLoud.instance.play(
    source,
    volume: 0.8,
    pan: 0.0, // -1.0 left .. 0.0 center .. 1.0 right
  );

  SoLoud.instance.seek(handle, const Duration(seconds: 10));
  SoLoud.instance.setPause(handle, true);   // pause
  SoLoud.instance.setPause(handle, false);  // resume
  await SoLoud.instance.stop(handle);       // completes when the voice really ends

  await SoLoud.instance.disposeSource(source);
}

The API shape

All methods below live on the singleton SoLoud.instance and throw SoLoudNotInitializedException if called before await SoLoud.instance.init() completes.

Starting playback
dart
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,
  int? loopingStartOffsetAt,
  int? loopingEndOffsetAt,
  double scale = 1,
})
  • Synchronous and non-blocking — do not await it (unlike just_audio's play()).
  • The sound starts at the beginning of the next output buffer (~0–46 ms at the default 2048-frame buffer / 44.1 kHz). The AudioSource stays loaded and replayable until disposeSource().
  • scale is the initial speed multiplier (1.0 = normal); available on all play* variants.
  • Max concurrent voices defaults to 16 (setMaxActiveVoiceCount).
dart
Future<AudioSource> playSource({
  String? asset, String? file, String? url,  // exactly one
  LoadMode mode = LoadMode.disk,
  int busId = 0, double volume = 1, double pan = 0, bool paused = false,
  bool looping = false,
  Duration loopingStartAt = Duration.zero, Duration? loopingEndAt,
})
  • Fire-and-forget load+play. Loads with autoDispose: true, so the source frees itself when playback ends.
  • Returns the AudioSource, not a SoundHandle — you cannot control the voice afterwards. If you need pause/seek/stop, call loadAsset() + play() yourself.
  • There is a load lag between the call and the audible start; don't use it for latency-sensitive one-shots.
Pause / resume
dart
SoLoud.instance.pauseSwitch(handle);        // toggle
SoLoud.instance.setPause(handle, true);     // pause
SoLoud.instance.setPause(handle, false);    // resume
final isPaused = SoLoud.instance.getPause(handle);
Stopping
dart
await SoLoud.instance.stop(handle);   // Future completes when the voice has actually ended
SoLoud.instance.stopAll();            // every voice, synchronous
SoLoud.instance.stopAudioSource(source);  // every voice playing that source
  • stop() awaits the native voice-ended event (with an internal ~300 ms fallback). Stopping an already-ended handle is a no-op, not an error.
  • None of these dispose the source — it stays loaded and replayable. Use disposeSource(source) to free memory.
  • Do not confuse with stopAudioDevice(), which suspends the output device but leaves voices untouched.
Position and seek
dart
SoLoud.instance.seek(handle, const Duration(seconds: 30));
final pos = SoLoud.instance.getPosition(handle);      // play head of this voice
final len = SoLoud.instance.getLength(source);        // total length of the source
final t = SoLoud.instance.getStreamTime(handle);      // how long this voice has been playing
  • getLength takes the AudioSource, not a handle. getPosition/getStreamTime take handles.
  • Negative seek times are clamped to Duration.zero.
  • For BufferingType.released streams, getPosition is meaningless — use getStreamTimeConsumed(source) instead.
Looping

Loop regions are half-open: [start, end). A null end means the source's natural end.

dart
// At play time (preferred — applies from the first decoded sample):
final h = SoLoud.instance.play(
  source,
  looping: true,
  loopingStartAt: const Duration(seconds: 1),
  loopingEndAt: const Duration(seconds: 5), // exclusive
);
// Or frame offsets (mutually exclusive with the Duration params):
final h2 = SoLoud.instance.play(
  source,
  looping: true,
  loopingStartOffsetAt: 44100,
  loopingEndOffsetAt: 220500,
);

// On a live voice:
SoLoud.instance.setLooping(h, true);
SoLoud.instance.setLoopPoint(h, const Duration(seconds: 1));   // start
SoLoud.instance.setLoopEndPoint(h, const Duration(seconds: 5)); // null = natural end
final looping = SoLoud.instance.getLooping(h);
final start = SoLoud.instance.getLoopPoint(h);
Duration? end = SoLoud.instance.getLoopEndPoint(h);

Live setLoopPoint/setLoopEndPoint changes are reflected in the getters immediately but only apply to playback at the next source refill — up to ~512 already-decoded frames plus backend latency still use the old region. Pass the bounds to play() when they must hold from sample one.

Playback speed
dart
final h = SoLoud.instance.play(source, scale: 1.5); // initial speed
SoLoud.instance.setRelativePlaySpeed(h, 2.0);        // live change
final speed = SoLoud.instance.getRelativePlaySpeed(h);

Speed changes the effective sample rate (pitch shifts with it — there is no built-in time-stretch). Faster = more CPU and memory; slower is cheaper.

Voice introspection
dart
final n = SoLoud.instance.getActiveVoiceCount();  // currently audible voices
final m = SoLoud.instance.getVoiceCount();        // voices the app asked to play
final k = SoLoud.instance.countAudioSource(source); // voices playing this source
final ok = SoLoud.instance.getIsValidVoiceHandle(handle); // still playing/paused?
SoLoud.instance.setMaxActiveVoiceCount(32); // default 16, hard max 1023
Protection and inaudible behavior
dart
SoLoud.instance.setProtectVoice(musicHandle, true); // don't kill this when the voice limit hits
SoLoud.instance.setInaudibleBehavior(handle, false, true); // (mustTick, kill); for 3D voices
Voice groups
dart
final group = SoLoud.instance.createVoiceGroup(); // returns a SoundHandle, throws on failure
SoLoud.instance.addVoicesToGroup(group, [handle1, handle2]);
SoLoud.instance.setPause(group, true);            // group handle works wherever a voice handle does
SoLoud.instance.isVoiceGroup(group);              // true for group handles
SoLoud.instance.isVoiceGroupEmpty(group);         // ended voices are trimmed automatically
SoLoud.instance.destroyVoiceGroup(group);         // does NOT stop the voices in it
Show full SKILL.md (345 more words)Show less

Traps

  • Handles die silently. A SoundHandle becomes invalid when the voice ends, is stopped, or is killed to make room at the voice limit. Most control calls on a dead handle either do nothing or throw SoLoudSoundHandleNotFoundCppException (setPause, pauseSwitch). Guard with getIsValidVoiceHandle() when in doubt.
  • Voice limit kills quietly. At the max active voice count (default 16), playing a sound whose source already has voices kills the oldest one; otherwise the new sound simply does not play — no exception, and the returned handle addresses nothing. Protect music with setProtectVoice and/or raise setMaxActiveVoiceCount (values of 0 or >1023 are silently ignored).
  • setRelativePlaySpeed(handle, 0) is undefined behavior, likely a crash. The lower clamp is 0.05, applied silently.
  • Mixing Duration-based and frame-offset looping params (loopingStartAt/loopingEndAt vs loopingStartOffsetAt/loopingEndOffsetAt) is mutually exclusive and fails an assert in debug builds; invalid offsets throw ArgumentError.
  • MP3 + LoadMode.disk seek lag. Seeking a disk-loaded MP3 is slow (the codec must walk frames to find the position). For a music-player-style seek bar, load with LoadMode.memory or use a seekable format.
  • Released buffer streams can't seek. seek() on a stream created with BufferingType.released throws SoLoudBufferStreamWithReleasedBufferTypeCannotBeSeekedCppException; an unseekable handle throws SoLoudInvalidParameterException.
  • stopAll()/stopAudioSource() do not free memory. Sources stay loaded; forgetting disposeSource() is the common leak.
  • play() latency is up to one output buffer. Fine for reactive one-shots; wrong for rhythmic/scheduled playback — that is the sibling skill's territory.
  • Calling any method before await SoLoud.instance.init() finishes throws SoLoudNotInitializedException (or the call is ignored). Re-calling init() deinitializes first: all voices stop and all sources unload.

More depth

  • Sample-accurate timing (playClocked, playScheduled, setDelaySamples, getEngineTime): see the sibling skill flutter-soloud-scheduling.
  • Working playback demo with play/pause/seek/loop UI: example/lib/audio_context/audio_context.dart in the plugin repo.
  • Full doc page: docs/audio/playback.mdx (published at docs.page/alnitak/flutter_soloud).

Keeping this skill current

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:

sh
dart run flutter_soloud:skills --check

It 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

Files

Just SKILL.md in skills/flutter-soloud-playback of alnitak/flutter_soloud.

Open the folder on GitHubat commit 289697e

Compare with similar skills

Flutter Soloud Playback 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.

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Works with

Categories

Questions about Flutter Soloud Playback

What does Flutter Soloud Playback do?

Teaches everyday playback control in the fluttersoloud package — play()/playSource, pause/stop/seek, looping regions, play speed, and voice introspection and management. Flutter Soloud Playback is an agent skill from alnitak/flutter_soloud. Teaches everyday playback control in the fluttersoloud package — play()/playSource, pause/stop/seek, looping regions, play speed, and voice introspection and management.

When should I use Flutter Soloud Playback?

Flutter Soloud Playback fits situations like: the user asks to play a sound; pause/resume/stop playback; loop a region of a track; change playback speed.

How do I install Flutter Soloud Playback in Claude Code?

Run `npx skills add alnitak/flutter_soloud --skill flutter-soloud-playback -a claude-code`. Or copy the skill folder (skills/flutter-soloud-playback in alnitak/flutter_soloud) into .claude/skills/flutter-soloud-playback in your project. Claude Code loads it when a task matches its description.

How do I install Flutter Soloud Playback in Codex?

Run `npx skills add alnitak/flutter_soloud --skill flutter-soloud-playback -a codex`. Or copy the skill folder (skills/flutter-soloud-playback in alnitak/flutter_soloud) into .agents/skills/flutter-soloud-playback in your project. Codex loads it when a task matches its description.

Can I use Flutter Soloud Playback in Cursor, Gemini CLI or GitHub Copilot?

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-playback -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-playback, .gemini/skills/flutter-soloud-playback, .github/skills/flutter-soloud-playback and .opencode/skills/flutter-soloud-playback in your project.

What does Flutter Soloud Playback need to run?

Going by SKILL.md and its folder, Flutter Soloud Playback needs the command-line tools its instructions call (dart).

Does Flutter Soloud Playback access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Flutter Soloud Playback safe to install?

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.

What licence does Flutter Soloud Playback use?

Flutter Soloud Playback is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Flutter Soloud Playback use?

About 2.6k tokens (SKILL.md is roughly 10k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Flutter Soloud Playback?

Skills that share tags, products or a category with Flutter Soloud Playback: Add Flutter Docusaurus Locale (matthiasn/lotti, 1.2k stars), Tm Launcher Design (Far-Se/tabame, 371 stars), Mobile App UI Design (ceorkm/mobile-app-ui-design, 400 stars) and Marionette Flutter Drive App (leancodepl/marionette_mcp, 473 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Flutter Soloud Playback?

alnitak (a GitHub user) maintains it in alnitak/flutter_soloud, which has 424 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.