When we decided to start development of the application we were already working on some proof of concepts. We had a Flutter app with basic navigation and UI. We had a back-end set up for audio streaming in Java and we had started to experiment with live audio broadcasting on Android.
While trying to glue all these proof on concepts together we found some incompatibilities in Flutter. The Firebase plugin wasn't supported on many versions of Gradle and would prohibit the app from building if we didn't change it to the correct one. This took forever to figure out. Flutter has no native or third party support for audio streaming. And we were having trouble connecting our phone to a server hosted on the school's network.
All of these things together caused us to hand in an "incomplete" app in our eyes. Eventually we did get it to build on both iOS and Android, it was able to stream byte data from the phone to the server and we were able to log in to the app with Firebase. It just didn't play any music. All it played was static noise. If we had longer to figure out how audio streaming/encoding and decoding worked we should have been able to make the app function but unfortunately we never got that far.