Similar question's Using AssetManager class from Android NDK in a Flutter app and Accessing assets from C++ plugin through Flutter have been asked and rather than asking for a technical answer I'm asking for guidance.
(Also this is my first ever question here so have mercy if I'm doing something wrong :))
Basically I need to be able to play multiple audio and video files perfectly in sync inside this app. After a bit of research I got to learning android Oboe as this would solve all of my problems. And it does... EXCEPT using FFI to communicate between Flutter and Oboe is a bitch and a half and ultimately leads to performance issues seeing how c->dart calls must be made on the main Dart thread.
So my question is...
Should I continue using Flutter and trying to make it work with a bunch of around the horn horseshit or should I just abandon Flutter and go native?
It seems to me that beyond my lack of knowledge there is currently a limitation of Flutter that requires me to go native for what I want to do.
Is this true or not?
Can I achieve high performance audio inside a Flutter app or not?
Besides being possible is it actually a good idea to use Flutter for this or is it just going to make code maintenance a disaster?
Thanks! Dano