Sounds play on flutter_soloud instead of three mpv players
SoundEngine (platform/audio) opens the device once (2 s after start, or on the first sound), loads each synthesized sound into memory (no temp files), plays overlapping voices and is disposed on window close, before leaving the server. The SfxService interface and its callers are unchanged; loudness matches the old mpv path (v^6). WAV only, so no codec libraries are bundled and no build packages are needed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -335,7 +335,7 @@ menu and Settings say so). Otherwise the session player logs at `warn`
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on media_kit's handle): media_kit drains mpv's log on the UI thread, one
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message at a time, so a chatty level, or ffmpeg logging every retry of a
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refused request, could starve the UI. Shader and yt-dlp hook errors are
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`error` lines and still arrive. The thumbnail and sound players keep
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`error` lines and still arrive. The thumbnail players keep
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media_kit's default (`error`) and nothing listens to their log. The hardware path is
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fragile: media_kit borrows whatever EGL context GDK left current on the main
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thread (upstream media-kit#1404), so an X11 session or a Flutter/GDK change
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@@ -1261,10 +1261,17 @@ panel) and chat messages (Copy message, and a link in it).
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dark space reverb) to quiet WAVs; `sound_bank.dart` voices every event
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in three presets (`SoundPreset`: Cosmic, Abyss, Wood & glass) in one
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shared key, so mixed presets still agree. `SynthSfx` renders a sound on
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first use into the temp dir (cache key: preset, sound, ready index) and
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plays it on a pool of three audio-only mpv players, at
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`AppSettings.soundVolume` (square curve) unless switched off in
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`soundsOff`. Settings → Notifications & sounds has the volume, the
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first use (on a worker isolate, to WAV bytes in memory) and hands it to
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`SoundEngine` (`platform/audio/sound_engine.dart`), which loads it into
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flutter_soloud (SoLoud mixing into a miniaudio output device; voices
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overlap) once per slot (sound and ready index); a different preset in a
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slot replaces and frees the old sound. Each play is at
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`AppSettings.soundVolume` (as v^6, SoLoud's linear gain: the square curve times mpv's cubic volume the sounds used to play through, so the slider sounds as before) unless
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switched off in `soundsOff`. The device opens 2 s after startup
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(`warmUp`), so neither startup nor the first sound waits on it; if it
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can't open, the engine logs `no sounds: audio init failed` once and drops
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every play. The close path disposes the engine (deinit, 500 ms bound)
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before leaving the server. Settings → Notifications & sounds has the volume, the
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overall sound set (`soundPreset`), and per sound a preview, its own set
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(`soundPresetFor`, else the overall one) and a switch; a preview always
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re-renders, so an edited spec plays after a hot reload.
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