Aus öffentlichen Paketdaten erstellte Orientierung.
flutter_sequencer ist ein Flutter-Plugin, das zur Erstellung und Wiedergabe musikalischer Sequenzen mit SFZ- oder SF2-Soundfonts entwickelt wurde. Es ermöglicht Entwicklern die programmgesteuerte Erstellung von notenbasierten Kompositionen und eignet sich daher ideal für Musik-Apps, Lernwerkzeuge oder interaktive Audioerlebnisse. Das Plugin unterstützt die Plattformen Android und iOS und bietet eine nahtlose Integration in den Flutter-UI-Framework. Durch die Nutzung standardisierter Soundfont-Formate gewährleistet es hochwertige Audiospielwiedergabe auf verschiedenen Geräten. Entwickler können Timing, Tonhöhe und Sequenzlogik problemlos steuern.
Anwendungsfälle
Interaktive Musik-Apps erstellen
Digitale Instrumenten-Schnittstellen erstellen
Entwicklung von Musikbildungswerkzeugen
Audio-Sequenzer in Spielen implementieren
Benutzerdefinierte Tonwiedergabe in Flutter-Apps aktivieren
Hauptmerkmale
Unterstützt SFZ- und SF2-Soundfonts
programmierbare Noten-Sequenzierung
Plattformübergreifend (Android & iOS)
Echtzeit-Audiowiedergabe
Einfache API zum Zusammensetzen von Sequenzen
Geeignet für
Flutter-Entwickler, die Musikanwendungen erstellen
Ersteller von Bildungs-Apps
audiobasierte Spieleentwickler
Sound Designer, die Flutter verwenden
Musiker, die digitale Kompositions-Tools suchen
Hinweise
Kompatible SFZ/SF2-Soundfont-Dateien erforderlich
Die Leistung hängt von den Audiofähigkeiten des Geräts ab
Beschränkt auf MIDI-artige Notenabfolge
Keine integrierte Soundfont-Editierung
Kann zusätzliche Einstellungen für komplexe Audio-Routing erfordern
Original-README
Originaler README-Schnappschuss aus dem verknüpften Quell-Repository. Aktuelle Inhalte finden Sie im Repository.
flutter_sequencer
This Flutter plugin lets you set up sampler instruments and create multi-track sequences of notes
that play on those instruments. You can specify a loop range for a sequence and schedule volume
automations.
It uses the sfizz SFZ player on both Android and iOS. The
SFZ format can be used to create high-quality sample-based instruments and
do subtractive synthesis. These instruments can have modulation parameters that can be controlled by
your Flutter UI. The plugin also supports playing SF2 (SoundFont) files on both platforms, and on
iOS, you can load any AudioUnit instrument.
The example app is a drum machine, but there are many things you could build. The plugin is not
limited to "step" based sequencing. You could make a whole sample-based DAW. You could use it to
make a cross-platform app to host your SFZ instrument. You could also use it for game sound effects,
or even to generate a dynamic game soundtrack.
How to use
Create the sequence
final sequence = Sequence(tempo: 120.0, endBeat: 8.0);
You need to set the tempo and the end beat when you create the sequence.
Create instruments
final instruments = [
Sf2Instrument(path: "assets/sf2/TR-808.sf2", isAsset: true),
SfzInstrument(
path: "assets/sfz/GMPiano.sfz",
isAsset: true,
tuningPath: "assets/sfz/meanquar.scl",
),
RuntimeSfzInstrument(
id: "Sampled Synth",
sampleRoot: "assets/wav",
isAsset: true,
sfz: Sfz(
groups: [
SfzGroup(
regions: [
SfzRegion(sample: "D3.wav", noteNumber: 62),
SfzRegion(sample: "F3.wav", noteNumber: 65),
SfzRegion(sample: "Gsharp3.wav", noteNumber: 68),
],
),
],
),
),
RuntimeSfzInstrument(
id: "Generated Synth",
// This SFZ doesn't use any sample files, so just put "/" as a placeholder.
sampleRoot: "/",
isAsset: false,
// Based on the Unison Oscillator example here:// https://sfz.tools/sfizz/quick_reference#unison-oscillator
sfz: Sfz(
groups: [
SfzGroup(
regions: [
SfzRegion(
sample: "*saw",
otherOpcodes: {
"oscillator_multi": "5",
"oscillator_detune": "50",
}
)
]
)
]
)
),
];
An instrument can be used to create one or more tracks.
There are four instruments:
SfzInstrument, to load a .sfz file and the samples it refers to.
As far as I know, sfizz is the most complete and most frequently updated SFZ player library
with a license that permits commercial use.
Sfizz supports .wav and .flac sample files, among others. I recommend using .flac when
possible, since it supports lossless compression. It's easy to convert audio files to FLAC
format with ffmpeg.
You can also create an SFZ that doesn't use any sample files by setting sample to a
predefined waveform, such as *sine, *saw, *square, *triangle, or *noise.
I recommend using SFZ format, since sfizz can stream samples from disk. This way you can load
bigger sound fonts without running out of RAM.
You can easily convert SF2 to SFZ with Polyphone. Just
open the SF2, click the menu icon at the top right, and click "Export Soundfonts." Change the
format to SFZ. The other options shouldn't matter.
AudioUnitInstrument, to load an AudioUnit
This will only work on iOS
You might use this if you are making a DAW type of app.
For an SF2 or SFZ instrument, pass isAsset: true to load a path in the Flutter assets directory.
You should use assets for "factory preset" sounds. To load user-provided or downloaded sounds
from the filesystem, pass isAsset: false.
Important notes about isAsset: true
Note that on Android, SFZ files and samples that are loaded with isAsset: true will be extracted
from the bundle into the application files directory (context.filesDir), since sfizz cannot read
directly from Android assets. This means they will exist in two places on the device - in the
APK in compressed (zipped) form and in the files directory in uncompressed form. So I only recommend
using isAsset: true if your samples are small. If you want to include high-quality soundfonts in
your app, your app should download them at runtime.
Note that on either platform, Flutter asset paths get URL-encoded. For example, if you put a
file called "Piano G#5.wav" in your assets folder, it will end up being called "Piano%20G%235.wav"
on the device. So if you are bundling an SFZ file as an asset, make sure that you either remove any
special characters and spaces from the sample file names, or update the SFZ file to refer to the
URL-encoded sample paths. I recommend just getting rid of any spaces and special characters.
Optional: keep engine running
GlobalState().setKeepEngineRunning(true);
This will keep the audio engine running even when all sequences are paused. Set this to true if you
need to trigger sounds when the sequence is paused. Don't do it otherwise, since it will increase
energy usage.
This will add middle C (MIDI note number 60) to the sequence, starting from beat 0, and stopping
after 2 beats.
track.addVolumeChange(volume: 0.75, beat: 2.0);
This will schedule a volume change. It can be used to do volume automation. Note that track volume
is on a linear scale, not a logarithmic scale. You may want to use a logarithmic scale and convert
to linear.
This will schedule a MIDI CC event. These can be used to change parameters in a sound font. For
example, in an SFZ, you can use the "cutoff_cc1" and "cutoff" opcodes to define a filter where the
cutoff can be changed with MIDI CC events. There are many other parameters that can be controlled
by CC as well, such as amp envelope, filter envelope, sample offset, and EQ parameters. For more
information, see how to do modulations in SFZ
and how to use filter cutoff in SFZ.
track.addMidiPitchBend(value: 1.0, beat: 2.0);
This will schedule a MIDI pitch bend event. The value can be from -1.0 to 1.0. Note that the value
is NOT the number of semitones. The sound font defines how many semitones the bend range is. For
example, in an SFZ, you can use the "bend_down" and "bend_up" opcodes to define how many cents the
pitch will be changed when the bend value is set to -1.0 and 1.0, respectively.
Control playback
sequence.play();
sequence.pause();
sequence.stop();
Start, pause, or stop the sequence.
sequence.setBeat(double beat);
Set the playback position in the sequence, in beats.
You can use SingleTickerProviderStateMixin to make these calls on every frame.
sequence.getPosition(); // double
Gets the playback position of the sequence, in beats.
sequence.getIsPlaying(); // bool
Gets whether or not the sequence is playing. It may have stopped if it reached the end.
track.getVolume();
Gets the volume of a track. A VolumeEvent may have changed it during playback.
Real-time playback
track.startNoteNow(noteNumber:60,velocity:0.75);
Send a MIDI Note On message to the track immediately.
track.stopNoteNow(noteNumber: 60);
Send a MIDI Note Off message to the track immediately.
track.changeVolumeNow(volume: 0.5);
Change the track's volume immediately. Note that this is linear gain, not logarithmic.
How it works
The Android and iOS backends start their respective audio engines. The iOS one adds an AudioUnit
for each track to an AVAudioEngine and connects it to a Mixer AudioUnit. The Android one has to
do all of the rendering manually. Both of them share a "BaseScheduler", which can be found under the
ios directory.
The backend has no concept of the sequence, the position in a sequence, the loop state, or even time
as measured in seconds or beats. It just maintains a map of tracks, and it triggers events on those
tracks when the appropriate number of frames have been rendered by the audio engine. The
BaseScheduler has a Buffer for each track that holds its scheduled events. The Buffer is supposed to
be thread-safe for one reader and one writer and real-time safe (i.e. it will not allocate memory,
so it can be used on the audio render thread.)
The Sequence lives on the Dart front end. A Sequence has Tracks. Each Track is backed by a Buffer on
the backend. When you add a note or a volume change to the track, it schedules an event on the
Buffer at the appropriate frame, based on the tempo and sample rate.
The buffer might not be big enough to hold all the events. Also, when looping is enabled, events
will occur indefinitely, so the buffer will never be big enough. To deal with this, the frontend
will periodically "top off" each track's buffer.
Development instructions
Note that the Android build uses several third party libraries, including sfizz. The Gradle build
will download them from GitHub into the android/third_party directory.
The iOS also uses the sfizz library. It will be downloaded by the prepare.sh script which CocoaPods
will run.
To build the C++ tests on Mac OS, go into the cpp_test directory, and run
cmake .
make
Then, to run the tests,
./build/sequencer_test
I haven't tried it on Windows or Linux, but it should work without too many changes.
To Do
PRs are welcome! If you use this plugin in your project, please consider contributing by fixing a
bug or by tackling one of these to-do items.
Difficulty: Easy
Change position_frame_t to 64-bit integer to avoid overflow errors
Make constants configurable (TOP_OFF_PERIOD_MS and LEAD_FRAMES)
Support federated plugins
Difficulty: Medium
Start using Dart null safety
Support tempo automation
MIDI Out instrument
Create an instrument that doesn't make any sounds on its own and just sends MIDI
events to a designated MIDI output port.
Refactoring
GlobalState, Sequence, and Track should have a clear separation of responsibilities
Engine, Sequencer, Mixer, Scheduler do too
"Track index" and "Track ID" are used interchangeably, "Track ID" should be used everywhere
Make the names and organization of the different files (Plugin/Engine/Scheduler) consistent
Support MacOS
Most of the iOS code should be able to be reused
Add more C++ tests
For BaseScheduler, specifically.
Add Dart tests
Test loop edge cases
Ensure there are no memory leaks or concurrency issues
Difficulty: Hard
Support Windows
Record audio output
Support React Native?
Could use dart2js
Difficulty: Very Hard
(important) Audio graph
Create a graph of tracks and effects where any output can be connected to any input.
At that point, the most of the audio engine can be cross-platform. On iOS, it could be
wrapped in one AudioUnit, and external AudioUnit instruments and effects could be connected to it
via input and output buses.