flutter_gapless_loop 0.0.2 copy "flutter_gapless_loop: ^0.0.2" to clipboard
flutter_gapless_loop: ^0.0.2 copied to clipboard

True sample-accurate gapless audio looping on iOS (AVAudioEngine) and Android (AudioTrack). Zero-gap, zero-click loop playback for music production apps.

flutter_gapless_loop #

A Flutter plugin for true sample-accurate gapless audio looping on iOS (AVAudioEngine) and Android (AudioTrack). Zero-gap, zero-click loop playback for music production apps, with BPM and time signature detection, a built-in sample-accurate metronome, pitch-preserving speed control, and stereo panning.

Features #

  • Sample-accurate looping with no audible gap or click at the loop boundary
  • Configurable loop region (start and end points in seconds)
  • Optional crossfade between loop iterations (equal-power)
  • Automatic BPM/tempo detection after every load
  • Automatic time signature detection (beats per bar + bar timestamps)
  • Load audio from an asset, a file path, raw bytes, or a URL
  • Built-in MetronomePlayer — sample-accurate click track with accent, runs simultaneously with the loop player
  • Pitch-preserving playback rate control (time-stretching)
  • Stereo pan control
  • Volume control
  • Seek support
  • State and error streams for reactive UI
  • Audio route change events (e.g. headphones unplugged)

Platform support #

Platform Support Engine
iOS AVAudioEngine + AVAudioUnitTimePitch
Android AudioTrack (API 21+)

Installation #

Add to your pubspec.yaml:

dependencies:
  flutter_gapless_loop: ^0.0.1
  http: ^1.2.0   # required only if you use loadFromUrl

Then run:

flutter pub get

Quick start #

import 'package:flutter_gapless_loop/flutter_gapless_loop.dart';

final player = LoopAudioPlayer();

// Load and play
await player.load('assets/loop.wav');
await player.play();

// Dispose when done
await player.dispose();

LoopAudioPlayer #

Loading audio #

From a Flutter asset (recommended — works in release builds):

await player.load('assets/loop.wav');

From an absolute file system path (e.g. from a file picker):

await player.loadFromFile('/path/to/loop.wav');

From raw bytes (e.g. downloaded or generated in memory):

final Uint8List bytes = await someSource.fetchBytes();
await player.loadFromBytes(bytes);                         // defaults to .wav
await player.loadFromBytes(bytes, extension: 'mp3');       // explicit format hint

From a URL (downloaded to a temp file, then loaded):

await player.loadFromUrl(Uri.parse('https://example.com/loop.wav'));

loadFromUrl requires the http package. You can inject a custom http.Client for testing:

await player.loadFromUrl(uri, httpClient: myMockClient);

All four methods decode on a background thread. Subscribe to stateStream to know when the file is ready.

Playback control #

await player.play();    // start looping from the beginning
await player.pause();   // pause (preserves position)
await player.resume();  // resume from the paused position
await player.stop();    // stop and reset position

Volume #

await player.setVolume(0.8); // 0.0 (silent) → 1.0 (full volume)

Throws ArgumentError if the value is outside [0.0, 1.0].

Stereo pan #

await player.setPan(-1.0); // full left
await player.setPan(0.0);  // centre (default)
await player.setPan(1.0);  // full right

Values outside [-1.0, 1.0] are silently clamped. Takes effect immediately and persists across loads.

Playback rate (pitch-preserving speed) #

await player.setPlaybackRate(1.0);  // normal speed (default)
await player.setPlaybackRate(2.0);  // double speed
await player.setPlaybackRate(0.5);  // half speed
  • Uses AVAudioUnitTimePitch on iOS and PlaybackParams.setSpeed on Android (API 23+; no-op on older devices).
  • Values outside [0.25, 4.0] are clamped.
  • Takes effect immediately and persists across loads.

Loop region #

Restrict looping to a sub-section of the file:

await player.setLoopRegion(1.5, 8.0); // loop between 1.5s and 8.0s
await player.play();

Both start and end are in seconds. start must be >= 0 and end must be greater than start.

Call setLoopRegion before or after play(). Clear by loading a new file.

Crossfade #

Add a smooth crossfade at the loop boundary:

await player.setCrossfadeDuration(0.3); // 300 ms equal-power crossfade
await player.play();

Set to 0.0 (default) to disable crossfade and use the lowest-latency loop path. The crossfade duration must be less than half the loop region length.

Seek #

await player.seek(3.5); // seek to 3.5 seconds

Seeking while playing triggers a brief reschedule on the native side. The next loop boundary will restart from the loop region start, not the seek position.

Duration and position #

final duration = await player.duration;         // returns Duration
final position = await player.currentPosition;  // returns double (seconds)

duration returns Duration.zero if no file is loaded. currentPosition returns 0.0 if not playing.

State stream #

player.stateStream.listen((PlayerState state) {
  switch (state) {
    case PlayerState.loading: print('Loading…');
    case PlayerState.ready:   print('Ready');
    case PlayerState.playing: print('Playing');
    case PlayerState.paused:  print('Paused');
    case PlayerState.stopped: print('Stopped');
    case PlayerState.error:   print('Error — check errorStream');
    case PlayerState.idle:    print('Idle');
  }
});

Error stream #

player.errorStream.listen((String message) {
  print('Error: $message');
});

Errors also set stateStream to PlayerState.error.

Audio route changes #

Pause automatically when headphones are unplugged:

player.routeChangeStream.listen((RouteChangeEvent event) {
  if (event.reason == RouteChangeReason.headphonesUnplugged) {
    player.pause();
  }
});

BPM detection #

After every successful load, the plugin analyses the audio on a background thread and emits a BpmResult on bpmStream. This fires once per load, shortly after stateStream emits PlayerState.ready.

player.bpmStream.listen((BpmResult result) {
  print('BPM: ${result.bpm.toStringAsFixed(1)}');
  print('Confidence: ${result.confidence.toStringAsFixed(2)}');
  print('Beat timestamps: ${result.beats}');
});

bpm is 0.0 if the audio is shorter than 2 seconds or completely silent.

Using detected BPM to drive playback rate:

double detectedBpm = 0;
double targetBpm   = 0;

player.bpmStream.listen((r) {
  detectedBpm = r.bpm;
  targetBpm   = r.bpm; // initialise to detected value
});

// When the user changes the target BPM:
void setTargetBpm(double bpm) {
  targetBpm = bpm;
  if (detectedBpm > 0) {
    player.setPlaybackRate(targetBpm / detectedBpm);
  }
}

Time signature detection #

BpmResult also includes the detected time signature. This is emitted on the same bpmStream call, at no extra cost.

player.bpmStream.listen((BpmResult result) {
  if (result.bpm == 0) return; // detection skipped

  print('${result.bpm.toStringAsFixed(1)} BPM');

  if (result.beatsPerBar > 0) {
    print('Time signature: ${result.beatsPerBar}/4');
    print('Bar count: ${result.bars.length}');
    print('Bar timestamps (s): ${result.bars}');
  }
});

beatsPerBar is 0 when confidence is too low (< 0.3) to make a reliable meter estimate. The detector evaluates candidates {2, 3, 4, 6, 7} with a Gaussian prior favouring 4/4.

Using detected time signature to pre-configure the metronome:

player.bpmStream.listen((BpmResult r) async {
  if (r.bpm > 0 && r.beatsPerBar > 0) {
    await metronome.start(
      bpm: r.bpm,
      beatsPerBar: r.beatsPerBar,
      click: clickBytes,
      accent: accentBytes,
    );
  }
});

MetronomePlayer #

MetronomePlayer runs a sample-accurate click track independently from LoopAudioPlayer. Both can play at the same time. The metronome pre-generates a single-bar PCM buffer (accent on beat 0, click on beats 1…N-1) and loops it via the hardware scheduler.

You supply the click and accent sounds as raw audio bytes (Uint8List). Any format supported by the platform decoder is accepted (WAV, MP3, AAC, FLAC, etc.).

Basic usage #

import 'package:flutter_gapless_loop/flutter_gapless_loop.dart';

final metronome = MetronomePlayer();

// Load your click/accent audio bytes (e.g. from assets or generated)
final clickBytes  = (await rootBundle.load('assets/click.wav')).buffer.asUint8List();
final accentBytes = (await rootBundle.load('assets/accent.wav')).buffer.asUint8List();

// Start at 120 BPM in 4/4
await metronome.start(
  bpm: 120.0,
  beatsPerBar: 4,
  click: clickBytes,
  accent: accentBytes,
);

// Stop
await metronome.stop();

// Dispose when done
await metronome.dispose();

Beat stream #

Subscribe to beatStream to animate a UI beat indicator. The stream emits the current beat index on each tick: 0 = downbeat (accent), 1N-1 = regular beats. This is a UI hint only — it is not used for audio scheduling and has ±5 ms jitter.

metronome.beatStream.listen((int beat) {
  setState(() => _currentBeat = beat);
});

Changing tempo or time signature without stopping #

await metronome.setBpm(140.0);       // new tempo — bar buffer is regenerated
await metronome.setBeatsPerBar(3);   // change to 3/4 — bar buffer is regenerated

Both methods are no-ops if the metronome has not been started yet. The bar buffer is rebuilt immediately and playback resumes from beat 0.

Time signatures #

beatsPerBar accepts any value in [1, 16]. You can use it to represent simple and compound meters:

Meter beatsPerBar bpm interpretation
4/4 4 quarter note = BPM
3/4 3 quarter note = BPM
2/4 2 quarter note = BPM
6/8 6 eighth note = BPM
5/8 5 eighth note = BPM
7/8 7 eighth note = BPM
12/8 12 eighth note = BPM

Note on compound meter: The current API places an accent only on beat 0. In 6/8 the conventional accent falls on both beat 0 and beat 3. If you need per-beat accent patterns, use two separate MetronomePlayer instances — one with beatsPerBar: 2 (dotted-quarter pulse) for the accents and one with beatsPerBar: 6 for the subdivisions — or generate a custom bar buffer and use loadFromBytes.

Example — 6/8 at dotted-quarter = 80 BPM:

// BPM is expressed as the eighth-note pulse rate
await metronome.start(
  bpm: 240,        // 80 dotted-quarter × 3 eighth-notes = 240 eighth-notes per minute
  beatsPerBar: 6,
  click: clickBytes,
  accent: accentBytes,
);

Validation #

Parameter Valid range Exception
bpm (0, 400] ArgumentError
beatsPerBar [1, 16] ArgumentError

All methods throw StateError if called after dispose().


API reference #

LoopAudioPlayer #

Method / Getter Description
load(String assetPath) Load from a Flutter asset key (e.g. 'assets/loop.wav').
loadFromFile(String filePath) Load from an absolute file system path.
loadFromBytes(Uint8List bytes, {String extension}) Load from raw audio bytes. extension defaults to 'wav'.
loadFromUrl(Uri uri, {http.Client? httpClient}) Download from URL and load. Throws Exception on non-2xx response.
play() Start looping playback.
pause() Pause; preserves position.
resume() Resume from paused position.
stop() Stop and reset position.
setLoopRegion(double start, double end) Loop only the region between start and end (seconds).
setCrossfadeDuration(double seconds) Crossfade duration at loop boundary. 0.0 = disabled.
setVolume(double volume) Volume in [0.0, 1.0].
setPan(double pan) Stereo pan in [-1.0, 1.0]. Values clamped.
setPlaybackRate(double rate) Speed multiplier in [0.25, 4.0], pitch-preserving.
seek(double seconds) Seek to position in seconds.
duration Future<Duration> — total length of loaded file.
currentPosition Future<double> — current playback position in seconds.
stateStream Stream<PlayerState> — state changes from native layer.
errorStream Stream<String> — error messages from native layer.
routeChangeStream Stream<RouteChangeEvent> — audio route changes.
bpmStream Stream<BpmResult> — BPM + time signature analysis result after each load.
dispose() Release all native resources. Instance unusable after this.

MetronomePlayer #

Method / Getter Description
start({required double bpm, required int beatsPerBar, required Uint8List click, required Uint8List accent, String extension}) Decode click/accent bytes, generate bar buffer, and start looping. extension defaults to 'wav'.
stop() Stop the metronome immediately.
setBpm(double bpm) Update tempo; regenerates bar buffer. No-op if not started.
setBeatsPerBar(int beatsPerBar) Update time signature; regenerates bar buffer. No-op if not started.
beatStream Stream<int> — beat index (0 = downbeat, 1…N-1 = click). UI hint; ±5 ms jitter.
dispose() Release all native resources. Instance unusable after this.

PlayerState #

Value Description
idle No file loaded. Initial state.
loading File is being read and decoded.
ready File loaded; engine ready to play.
playing Audio is actively looping.
paused Paused; can resume without reloading.
stopped Stopped; position reset.
error Unrecoverable error; check errorStream.

BpmResult #

Field Type Description
bpm double Estimated tempo in BPM. 0.0 if detection was skipped.
confidence double Detection confidence in [0.0, 1.0]. Values above 0.5 are reliable.
beats List<double> Beat timestamps in seconds from the start of the file.
beatsPerBar int Detected beats per bar (time signature numerator). 0 if confidence < 0.3.
bars List<double> Bar start timestamps in seconds. Empty if beatsPerBar is 0.

RouteChangeEvent / RouteChangeReason #

Reason Description
headphonesUnplugged Audio output device (e.g. headphones) was removed.
categoryChange AVAudioSession category changed (iOS only).
unknown Other route change reason.

Implementation notes #

Native engines #

Feature iOS Android
Loop player AVAudioPlayerNode.scheduleBuffer(.loops) AudioTrack MODE_STREAM
Metronome AVAudioPlayerNode.scheduleBuffer(.loops) on dedicated engine AudioTrack MODE_STATIC + setLoopPoints
Time pitch AVAudioUnitTimePitch PlaybackParams.setSpeed (API 23+)
BPM detection DispatchWorkItem on .utility queue Dispatchers.Default coroutine
Pan AVAudioMixerNode.pan Equal-power formula → setStereoVolume

Click prevention #

A 5 ms linear micro-fade is applied to both ends of every loop buffer at load time. This eliminates audible clicks at the loop boundary and at metronome restarts with zero runtime cost.

Threading #

  • iOS: All engine state mutations run on a dedicated serial audioQueue (DispatchQueue, .userInteractive). Flutter method results and event sink calls are dispatched back to DispatchQueue.main.
  • Android: Coroutine scope uses Dispatchers.Main + SupervisorJob(). IO-bound work (file decode) suspends on Dispatchers.IO. All EventChannel.EventSink calls are posted through a Handler(Looper.getMainLooper()).

Important notes #

  • Single instance per app. The plugin uses a single shared MethodChannel per player type. Instantiating multiple LoopAudioPlayer objects causes cross-talk. Create one instance and reuse it. The same applies to MetronomePlayer.
  • LoopAudioPlayer and MetronomePlayer are independent. They use separate method and event channels and can run simultaneously without interfering with each other.
  • Always call dispose() when a player is no longer needed to release native resources.
  • All methods throw PlatformException if the native engine returns an error (e.g. file not found, unsupported format).
  • Playback rate on Android uses PlaybackParams (API 23+). On devices running Android 5 or 6, setPlaybackRate has no effect.
  • Crossfade must be shorter than half the loop region. Very short loop regions with a long crossfade may behave unexpectedly.
  • Minimum iOS version: 14.0 (required by os.log.Logger).
  • loadFromUrl requires package:http. Add http: ^1.2.0 to your pubspec.yaml.

License #

MIT — see LICENSE.

3
likes
145
points
51
downloads

Publisher

unverified uploader

Weekly Downloads

True sample-accurate gapless audio looping on iOS (AVAudioEngine) and Android (AudioTrack). Zero-gap, zero-click loop playback for music production apps.

Homepage
Repository (GitHub)
View/report issues

Topics

#audio #loop #music #player #avaudiosession

Documentation

API reference

License

MIT (license)

Dependencies

flutter, http

More

Packages that depend on flutter_gapless_loop

Packages that implement flutter_gapless_loop