I am using flutter audio_service (https://pub.dev/packages/audio_service) and just_audio (https://pub.dev/packages/just_audio) to play audio files in foreground and background.
I subclassed BackgroundAudioTask, added an instance of AudioPlayer, and override needed methods. For example I updated repeat mode:
@override
Future<void> onSetRepeatMode(AudioServiceRepeatMode repeatMode) async {
super.onSetRepeatMode(repeatMode);
switch (repeatMode)
{
case AudioServiceRepeatMode.all:
_audioPlayer.setLoopMode(LoopMode.all);
break;
case AudioServiceRepeatMode.none:
_audioPlayer.setLoopMode(LoopMode.off);
break;
case AudioServiceRepeatMode.one:
_audioPlayer.setLoopMode(LoopMode.one);
break;
case AudioServiceRepeatMode.group:
_audioPlayer.setLoopMode(LoopMode.all);
break;
}
}
@override
Future<void> onPlayFromMediaId(String mediaId) async {
await _audioPlayer.stop();
// Get queue index by mediaId.
_queueIndex = _queue.indexWhere((test) => test.id == mediaId);
// Set url source to _audioPlayer.
downloadAndPlay(_mediaItem);
}
I am trying to add a playlist and have a loop of audio files, but seems something is missing and after playing track #1, the player seeks to start of same #1 track and plays it again. Here is my code (part of downloadAndPlay) :
var list=List<AudioSource>();
for (int t=0;t<_queue.length;t++)
{
var mi=_queue[t];
var url = mi.extras['source'];
list.add(AudioSource.uri(Uri.parse(url)));
}
D("Loading list with ${list.length} items");
D("Seeking to index : $_queueIndex");
await _audioPlayer.load(ConcatenatingAudioSource(children: list),
initialIndex: _queueIndex, initialPosition: Duration.zero);
AudioService.updateQueue(_queue);
AudioService.setRepeatMode(AudioServiceRepeatMode.all);
_audioPlayer.play();
I added this to check if ProcessingState.completed fired, which means it reached end of track, but it doesn't fire:
playerEventSubscription = _audioPlayer.playbackEventStream.listen((event) {
D("audioPlayerTask: playbackEventStream : ${event.processingState}");
switch (event.processingState) {
case ProcessingState.ready:
_setState(state: AudioProcessingState.ready);
break;
case ProcessingState.buffering:
_setState(state: AudioProcessingState.buffering);
break;
case ProcessingState.completed:
_handlePlaybackCompleted();
break;
default:
break;
}
});