Fkit Setup
Joker-x-dev/FlutterKit
将 FlutterKit 脚手架初始化为新的应用项目,统一修改应用显示名称、Dart 包名、Android Application ID、Apple Bundle ID、Linux/Windows 标识、Web 名称、运行时品牌文案、Logo、桌面图标和启动页。用户拉取模板后要求改名、改包名、替换品牌资源或完成首次项目配置时使用。
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.
$ npx skills add alnitak/flutter_soloud --skill flutter-soloud-setup -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install alnitak/flutter_soloud flutter-soloud-setup --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-setup .claude/skills/flutter-soloud-setup && 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-setup" agent skill from https://github.com/alnitak/flutter_soloud/tree/main/skills/flutter-soloud-setup into .claude/skills/flutter-soloud-setup/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "flutter-soloud-setup", 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-setupType 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-setup -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install alnitak/flutter_soloud flutter-soloud-setup --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-setup .agents/skills/flutter-soloud-setup && 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-setup" agent skill from https://github.com/alnitak/flutter_soloud/tree/main/skills/flutter-soloud-setup into .agents/skills/flutter-soloud-setup/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "flutter-soloud-setup", 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-setup -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install alnitak/flutter_soloud flutter-soloud-setup --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-setup .cursor/skills/flutter-soloud-setup && 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-setup" agent skill from https://github.com/alnitak/flutter_soloud/tree/main/skills/flutter-soloud-setup into .cursor/skills/flutter-soloud-setup/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "flutter-soloud-setup", 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-setup--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-setup -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install alnitak/flutter_soloud flutter-soloud-setup --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-setup .gemini/skills/flutter-soloud-setup && 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-setup" agent skill from https://github.com/alnitak/flutter_soloud/tree/main/skills/flutter-soloud-setup into .gemini/skills/flutter-soloud-setup/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "flutter-soloud-setup", 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-setupInstalls 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-setup -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-setup .github/skills/flutter-soloud-setup && 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-setup" agent skill from https://github.com/alnitak/flutter_soloud/tree/main/skills/flutter-soloud-setup into .github/skills/flutter-soloud-setup/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "flutter-soloud-setup", 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-setup -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-setup --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-setup .opencode/skills/flutter-soloud-setup && 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-setup" agent skill from https://github.com/alnitak/flutter_soloud/tree/main/skills/flutter-soloud-setup into .opencode/skills/flutter-soloud-setup/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "flutter-soloud-setup", 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-setupWalks 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.
flutter_soloud is an FFI plugin around the SoLoud C++ engine whose native code is compiled by Dart build hooks, so setup is mostly a pubspec entry (`flutter pub add flutter_soloud`) plus a few platform details. Everything goes through the singleton `SoLoud.instance`, which must be initialized before use and deinitialized on shutdown, unlike packages that create a player per instance.
Platform notes cover a script tag in `web/index.html` that chooses a multi-threaded or single-threaded WASM build depending on cross-origin isolation, Linux audio through ALSA, PulseAudio or JACK loaded at runtime with FFmpeg libraries needed for formats like M4A and AAC, Android `minSdk` 21, and iOS 13.0 and macOS 10.15 minimums. The description also mentions excluding the Xiph libraries to shrink binaries, setting up logging and enumerating or switching output devices, but the excerpt is truncated before those sections.
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:
flutterdartaptdnfFrom the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
dart.devgithub.comFrom 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 Setup loads about 3.6k tokens when it runs, and up to ~7.1k if it reads all its reference files. Until then it costs about 143 tokens; SKILL.md has 1,429 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 noted patterns worth knowing about, such as sudo or a known installer.
g is installed on the user system (e.g. `sudo apt install ffmpeg libavcodec-extra` on Debian/Ubuntu, `sudo pacman -S ffmg. `vcpkg install ...:arm64-windows` or `sudo apt install ...`) or `<platform>_force_build_libs: true` in `pubspec.yaml`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). 1,429 words, ~3,621 tokens.
.claude/skills/flutter-soloud-setup/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.flutter_soloud is an FFI plugin around the SoLoud C++ engine: the native code is compiled automatically by Dart build hooks when you depend on the package, so setup is mostly pubspec + a few platform bits (one <script> tag on web, minimum SDK versions). Unlike audioplayers/just_audio there is no per-player instance — everything goes through the singleton SoLoud.instance, which must be init()ed before use and deinit()ed on shutdown.
import 'package:flutter_soloud/flutter_soloud.dart';
Future<void> main() async {
// Optional: pick the output device before init.
final devices = SoLoud.instance.listPlaybackDevices(); // works pre-init
await SoLoud.instance.init(
// device: devices.firstWhere((d) => d.isDefault),
// linuxAudioBackend: LinuxAudioBackend.auto, // auto, alsa, pulseAudio, jack
sampleRate: 44100,
bufferSize: 2048,
channels: Channels.stereo,
lowLatency: true,
automaticCleanup: false,
);
final sound = await SoLoud.instance.loadAsset('assets/audio/click.mp3');
SoLoud.instance.play(sound);
// Later, on shutdown:
SoLoud.instance.deinit();
}flutter pub add flutter_soloudNative C/C++ sources are compiled by Dart build hooks (hooks/code_assets/native_toolchain_c are transitive deps of the package). No CMake, CocoaPods script phases, or compiler flags are needed.
<body> of web/index.html:<script src="assets/packages/flutter_soloud/web/init_soloud.js" defer></script>miniaudio with dynamic runtime loading for ALSA (libasound.so.2), PulseAudio (libpulse.so), and JACK (libjack.so). No extra C/C++ development packages or compile-time headers are required to build. Ensure runtime libraries are present on the host system (e.g. libasound2, libpulse0). To decode extended OS-native formats (M4A, MP4 audio tracks, AAC, AC-3, and E-AC-3), the engine dynamically loads FFmpeg shared libraries (libavcodec and libavformat) at runtime; ensure FFmpeg is installed on the user system (e.g. sudo apt install ffmpeg libavcodec-extra on Debian/Ubuntu, sudo pacman -S ffmpeg on Arch, sudo dnf install ffmpeg-free on Fedora). Core formats (MP3, WAV, OGG, FLAC) work without FFmpeg.minSdk = 21 (the plugin sets this in its own build.gradle; your app-level minSdkVersion must be >= 21).All of these live on the singleton SoLoud.instance (import 'package:flutter_soloud/flutter_soloud.dart').
Future<void> init({PlaybackDevice? device, bool automaticCleanup = false, int sampleRate = 44100, int bufferSize = 2048, Channels channels = Channels.stereo, bool lowLatency = true, AndroidAAudioAttributes androidAAudioAttributes = AndroidAAudioAttributes.mediaMusic, int? devicePeriodFrames, int? renderAheadFrames, LinuxAudioBackend linuxAudioBackend = LinuxAudioBackend.auto}) — initializes the engine. Throws on failure (e.g. SoLoudCppException, SoLoudNoPlaybackDevicesFoundCppException); it does not return a PlayerErrors status, so await it in try/catch.void deinit() / Future<void> deinitAsync() — stops the engine and disposes all resources including sounds. deinit blocks the calling thread; prefer deinitAsync where you can await it.bool get isInitialized — synchronous readiness check.List<PlaybackDevice> listPlaybackDevices() — safe to call before init(). Returns PlaybackDevice(id, isDefault, name).Future<void> changeDevice({PlaybackDevice? newDevice}) — switches output while running; omit newDevice to select the system default. Await it — the swap runs off the UI isolate.Future<void> setLinuxAudioBackend(LinuxAudioBackend backend) — Linux only: selects or dynamically switches the audio backend (LinuxAudioBackend.auto [ALSA -> PulseAudio -> JACK], .alsa, .pulseAudio, .jack). Safe to call before init() or while the engine is running.Future<void> stopAudioDevice({bool force = false}) / Future<void> startAudioDevice() — stop/start only the output device; loaded sounds, voices, and filter state are preserved and playback resumes where it left off.AudioDeviceState getAudioDeviceState() — cheap sync read: uninitialized | stopped | started | starting | stopping. Safe before init().void setAudioDeviceIdleTimeout(Duration? timeout) — when no unpaused voices remain: Duration.zero stops the device ASAP, a positive duration keeps it alive that long (default 500 ms), null keeps it running indefinitely (Android wakelock). No effect on web.Divergences from what models trained on audioplayers/just_audio assume:
AudioPlayer() instances. Call SoLoud.instance.init() once, early; every other call throws SoLoudNotInitializedException before that.play() is synchronous and returns a SoundHandle immediately — it cannot report device-start failures; subscribe to SoLoud.instance.audioDeviceStartFailures for those.init() while already initialized deinitializes and reinitializes, stopping all sounds and unloading all files.init() options that are native-only (silently ignored on web): lowLatency, androidAAudioAttributes (Android-only, and only when lowLatency: false), devicePeriodFrames, renderAheadFrames.automaticCleanup: true makes the engine purge its temp directory of loaded sound files occasionally — relevant for apps that load many files from the network.On native platforms (Android, iOS, macOS, Windows, Linux), you can decouple the hardware output period from the engine mix buffer by setting renderAheadFrames > 0:
await SoLoud.instance.init(
bufferSize: 2048, // Large DSP/mixing quantum for CPU headroom
devicePeriodFrames: 512, // Hardware device callback period (~11 ms @ 44.1kHz)
renderAheadFrames: 1536, // Mix-ahead depth (e.g. bufferSize - devicePeriodFrames)
);renderAheadFrames ahead into an internal ring buffer. When reactive calls like play() or playScheduled() occur, audio is mixed retroactively into the not-yet-played section of the ring, giving near-instantaneous keypress-to-sound latency (~11 ms) without risking audio underruns from tiny mix buffers.bool get isRenderAheadEnabled — true when enabled on native platforms.Duration getPlayheadTime() — true playhead time reaching the speaker right now (equals getEngineTime() when disabled or on web).Duration getOutputLatency() — estimated output latency (ring depth + device period; Duration.zero when disabled or on web).renderAheadFrames earlier than without the ring. Unseekable/un-snapshotable streams (released push streams, pull streams, speechText) degrade gracefully to standard buffer boundaries.init(). It returns Future<void> and throws; older docs suggest a PlayerErrors return. Trust the code.init() again (e.g. after hot restart) wipes all loaded sounds — guard with isInitialized if you only want to init once.<script> tag fails at init() with confusing WASM-module errors. The tag must be present, and the WASM assets only load from assets/packages/flutter_soloud/web/….--web-header COOP/COEP flags together with flutter run --wasm — the dev server already sends COOP/COEP for WasmGC and the conflicting duplicated headers block the plugin's worker threads (ERR_BLOCKED_BY_RESPONSE). See references/web.md.changeDevice is desktop-mostly: Android, iOS, and Web support only the default output device; listPlaybackDevices() there returns just the default.stopAudioDevice() or the idle timeout stays stopped across changeDevice() — the replacement device only starts if the old one was running.init() or device enumeration may find no devices. Ensure libasound2 or libpulse0 is installed and the sound daemon is active. You can switch backends via setLinuxAudioBackend() or pass linuxAudioBackend at init() if one backend behaves better on the target desktop.loadUrl() hits CORS (Access-Control-Allow-Origin missing) unless the server allows it, and local files can't be read — use loadMem() instead.arm64) and Linux on ARM (Raspberry Pi) require system libs or source build: Bundled prebuilt binaries for Windows and Linux are x86_64 only. For ARM desktop targets, set <platform>_use_system_libs: true (e.g. vcpkg install ...:arm64-windows or sudo apt install ...) or <platform>_force_build_libs: true in pubspec.yaml.<platform>_use_system_libs: true: System libraries are not bundled into the app package; if missing on the end user's machine, the app will crash at startup. Use the default bundled prebuilts for app distribution.<platform>_force_build_libs: true significantly increases build time: It clones 4 Git repos and compiles them via CMake across all target architectures (4 for Android, 2 for Apple). Artifacts are cached in flutter_soloud's .dart_tool/ (persisting across flutter clean in your app), but clean CI jobs will compile from scratch. Leave at default false unless you need custom compilation.The Xiph audio decoders provide compressed audio playback, streaming, and master output capture (600–3000 KB per binary). To keep the pub package lightweight, tested precompiled static and shared libraries are hosted in the companion repository flutter_soloud_prebuilds.
By default, Dart Native Assets build hooks automatically download the matching prebuilt archive on first build and cache it under .dart_tool/flutter_soloud/xiph/prebuild/:
arm64-v8a, armeabi-v7a, x86, x86_64)arm64 device + arm64/x86_64 simulator static librariesarm64) + Intel (x86_64) static librariesx64 and arm64 DLLs and import librariesx86_64 and aarch64 shared .so librariesThis ensures that packaged apps (Android AAB/APK, iOS IPA, macOS APP, Windows EXE) work out of the box with zero external build dependencies.
You can customize this in the app's pubspec.yaml under hooks.user_defines.flutter_soloud:
Pin a specific prebuild release version (default is latest):
hooks:
user_defines:
flutter_soloud:
prebuild_tag: 'v1.0.1' # Optional: pin to a specific release tagLink against system-installed packages (desktop only):
hooks:
user_defines:
flutter_soloud:
linux_use_system_libs: true
macos_use_system_libs: true
windows_use_system_libs: trueForce building from source via CMake into .dart_tool/:
hooks:
user_defines:
flutter_soloud:
linux_force_build_libs: true
macos_force_build_libs: true
windows_force_build_libs: true
android_force_build_libs: true
ios_force_build_libs: trueExclude Xiph libraries entirely (shrinking binary size):
hooks:
user_defines:
flutter_soloud:
no_xiph_libs: trueWhen excluded, setBufferStream()/readSamplesFrom*() with Opus/Vorbis/FLAC throw SoLoudXiphLibsNotAvailableException; WAV, MP3, and synthesis work normally. On web, edit web/compile_wasm.sh in the package (NO_XIPH_LIBS="1") and rebuild the WASM yourself (requires Emscripten, Linux/macOS).
The plugin logs via package:logging (logger name flutter_soloud.SoLoud). Nothing is printed until you attach a listener:
import 'package:logging/logging.dart';
import 'dart:developer' as dev;
Logger.root.level = Level.FINE;
Logger.root.onRecord.listen((r) => dev.log(r.message, name: r.loggerName));audio_service + audio_session (media notification, lock-screen controls, ducking), with required iOS/Android manifest changes.example/lib/output_device/output_device.dart (device enumeration and switching), example/lib/audio_context/audio_context.dart (full audio_service integration), example/lib/main.dart (minimal init/play).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
SKILL.md and 2 other files (references) in skills/flutter-soloud-setup of alnitak/flutter_soloud.
Open the folder on GitHubat commit 289697e
flutter_soloud Setup 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 Setup this skillalnitak/flutter_soloud | 424 | — | ~3.6k | Automated safety check: Notes | MIT | |
| Fkit SetupJoker-x-dev/FlutterKit | 127 | — | ~720 | Automated safety check: Pass | MIT | |
| Flutter Embedding Native Viewsbtwld/superdeck | 129 | — | ~2.1k | Automated safety check: Pass | BSD-3-Clause | |
| Sentry Flutter SDKgetsentry/sentry-for-ai | 268 | — | ~7.1k | Automated safety check: Pass | Apache-2.0 | |
| OdevioOdevio/Odevio-CLI | 423 | — | ~7.6k | Automated safety check: Pass | MIT | |
| Maui AI DebuggingRedth/Maui.Gtk | 101 | — | ~4.1k | Automated safety check: Pass | MIT |
Joker-x-dev/FlutterKit
将 FlutterKit 脚手架初始化为新的应用项目,统一修改应用显示名称、Dart 包名、Android Application ID、Apple Bundle ID、Linux/Windows 标识、Web 名称、运行时品牌文案、Logo、桌面图标和启动页。用户拉取模板后要求改名、改包名、替换品牌资源或完成首次项目配置时使用。
btwld/superdeck
Embeds native Android, iOS, or macOS views into a Flutter app.
getsentry/sentry-for-ai
Full Sentry SDK setup for Flutter and Dart. An agent skill from getsentry/sentry-for-ai.
Odevio/Odevio-CLI
Take a Flutter project to an iPhone or the App Store with Odevio - build, sign and publish iOS apps from Windows, Linux or macOS with no Mac and no Xcode.
Redth/Maui.Gtk
End-to-end workflow for building, deploying, inspecting, and debugging .NET MAUI and MAUI Blazor Hybrid apps as an AI agent.
VeryGoodOpenSource/vgv-ai-flutter-plugin
Audits or remediates Flutter widgets against WCAG 2.2 conformance levels A, AA, or AAA across iOS, Android, Web, macOS, Windows, and Linux, covering Semantics labels and screen reader output under…
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
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.
alnitak/flutter_soloud
Explains the mental model for the flutter_soloud audio plugin: the SoLoud.instance singleton, AudioSource versus SoundHandle, synchronous play and platform limits.
Categories
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. flutter_soloud is an FFI plugin around the SoLoud C++ engine whose native code is compiled by Dart build hooks, so setup is mostly a pubspec entry (`flutter pub add flutter_soloud`) plus a few platform details.instance`, which must be initialized before use and deinitialized on shutdown, unlike packages that create a player per instance.
flutter_soloud Setup fits situations like: adding flutter_soloud to a Flutter project; setting up web, Linux or mobile prerequisites for audio playback; shrinking a Flutter app's size by dropping the Xiph libraries; switching the audio output device.
Run `npx skills add alnitak/flutter_soloud --skill flutter-soloud-setup -a claude-code`. Or copy the skill folder (skills/flutter-soloud-setup in alnitak/flutter_soloud) into .claude/skills/flutter-soloud-setup in your project. Claude Code loads it when a task matches its description.
Run `npx skills add alnitak/flutter_soloud --skill flutter-soloud-setup -a codex`. Or copy the skill folder (skills/flutter-soloud-setup in alnitak/flutter_soloud) into .agents/skills/flutter-soloud-setup 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-setup -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-setup, .gemini/skills/flutter-soloud-setup, .github/skills/flutter-soloud-setup and .opencode/skills/flutter-soloud-setup in your project.
Going by SKILL.md and its folder, flutter_soloud Setup needs the command-line tools its instructions call (flutter, dart, apt and dnf). Our summary lists: A Flutter project; On Linux, ALSA or PulseAudio runtime libraries, and FFmpeg for extended formats.
SKILL.md names 2 domains. As links in the text: dart.dev and github.com. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found notes only (runs commands with sudo), nothing it rates as a warning. It is not a guarantee. Review the folder before installing.
flutter_soloud Setup is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.6k tokens (SKILL.md is roughly 14k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 3.5k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with flutter_soloud Setup: Fkit Setup (Joker-x-dev/FlutterKit, 127 stars), Flutter Embedding Native Views (btwld/superdeck, 129 stars), Sentry Flutter SDK (getsentry/sentry-for-ai, 268 stars) and Odevio (Odevio/Odevio-CLI, 423 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 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.