diff --git a/lib/src/bindings/audio_data.dart b/lib/src/bindings/audio_data.dart index e56510e..ac73074 100644 --- a/lib/src/bindings/audio_data.dart +++ b/lib/src/bindings/audio_data.dart @@ -3,6 +3,7 @@ import 'package:flutter_soloud/src/bindings/audio_data_ffi.dart' if (dart.library.js_interop) 'audio_data_web.dart'; import 'package:flutter_soloud/src/bindings/soloud_controller.dart'; import 'package:flutter_soloud/src/exceptions/exceptions.dart'; +import 'package:flutter_soloud/src/soloud.dart'; import 'package:meta/meta.dart'; /// The way the audio data should be acquired. @@ -89,9 +90,7 @@ enum GetSamplesKind { /// } /// ``` /// -/// To smooth FFT values use [SoLoud.instance.setFftSmoothing]. -/// -// TODO(all): make AudioData singleton? +/// To smooth FFT values use [SoLoud.setFftSmoothing]. @experimental class AudioData { /// Initialize the way the audio data should be acquired. diff --git a/lib/src/bindings/bindings_player.dart b/lib/src/bindings/bindings_player.dart index e958080..44b5425 100644 --- a/lib/src/bindings/bindings_player.dart +++ b/lib/src/bindings/bindings_player.dart @@ -852,7 +852,7 @@ abstract class FlutterSoLoud { // waveform audio data // /////////////////////////////////////// - /// See [SoLoud.readSamplesFromFile] for details. + /// See SoLoud.readSamplesFromFile for details. @mustBeOverridden Float32List readSamplesFromFile( String completeFileName, @@ -862,7 +862,7 @@ abstract class FlutterSoLoud { bool average = false, }); - /// See [SoLoud.readSamplesFromMem] for details. + /// See SoLoud.readSamplesFromMem for details. @mustBeOverridden Float32List readSamplesFromMem( Uint8List buffer, diff --git a/lib/src/soloud.dart b/lib/src/soloud.dart index 6cc05c8..ba8e0a8 100644 --- a/lib/src/soloud.dart +++ b/lib/src/soloud.dart @@ -1430,7 +1430,7 @@ interface class SoLoud { /// will be decreased with an amplitude between the old and the new value. /// This will resul on a less shaky visualization. /// - /// [smooth] must be in the [0.0 ~ 1.0] range. + /// [smooth] must be in the 0.0 ~ 1.0 range. /// 0 = no smooth /// 1 = full smooth /// the new value is calculated with: