This plugin provides the ability to record and play back audio files on a device.
NOTE: The current implementation does not adhere to a W3C specification for media capture, and is provided for convenience only. A future implementation will adhere to the latest W3C specification and may deprecate the current APIs.
This plugin defines a global Media
Constructor.
Although in the global scope, it is not available until after the deviceready
event.
document.addEventListener("deviceready", onDeviceReady, false); function onDeviceReady() { console.log(Media); }
Report issues with this plugin on the Apache Cordova issue tracker
cordova plugin add cordova-plugin-media
var media = new Media(src, mediaSuccess, [mediaError], [mediaStatus]);
src: A URI containing the audio content. (DOMString)
mediaSuccess: (Optional) The callback that executes after a Media
object has completed the current play, record, or stop action. (Function)
mediaError: (Optional) The callback that executes if an error occurs. (Function)
mediaStatus: (Optional) The callback that executes to indicate status changes. (Function)
NOTE: cdvfile
path is supported as src
parameter:
var my_media = new Media('cdvfile://localhost/temporary/recording.mp3', ...);
The following constants are reported as the only parameter to the mediaStatus
callback:
Media.MEDIA_NONE
= 0;Media.MEDIA_STARTING
= 1;Media.MEDIA_RUNNING
= 2;Media.MEDIA_PAUSED
= 3;Media.MEDIA_STOPPED
= 4;media.getCurrentAmplitude
: Returns the current amplitude within an audio file.
media.getCurrentPosition
: Returns the current position within an audio file.
media.getDuration
: Returns the duration of an audio file.
media.play
: Start or resume playing an audio file.
media.pause
: Pause playback of an audio file.
media.pauseRecord
: Pause recording of an audio file.
media.release
: Releases the underlying operating system's audio resources.
media.resumeRecord
: Resume recording of an audio file.
media.seekTo
: Moves the position within the audio file.
media.setVolume
: Set the volume for audio playback.
media.startRecord
: Start recording an audio file.
media.stopRecord
: Stop recording an audio file.
media.stop
: Stop playing an audio file.
position: The position within the audio playback, in seconds.
getCurrentPosition
to update.duration: The duration of the media, in seconds.
Returns the current amplitude within an audio file.
media.getCurrentAmplitude(mediaSuccess, [mediaError]);
mediaSuccess: The callback that is passed the current amplitude (0.0 - 1.0).
mediaError: (Optional) The callback to execute if an error occurs.
// Audio player // var my_media = new Media(src, onSuccess, onError); // Record audio my_media.startRecord(); mediaTimer = setInterval(function () { // get media amplitude my_media.getCurrentAmplitude( // success callback function (amp) { console.log(amp + "%"); }, // error callback function (e) { console.log("Error getting amp=" + e); } ); }, 1000);
Returns the current position within an audio file. Also updates the Media
object's position
parameter.
media.getCurrentPosition(mediaSuccess, [mediaError]);
mediaSuccess: The callback that is passed the current position in seconds.
mediaError: (Optional) The callback to execute if an error occurs.
// Audio player // var my_media = new Media(src, onSuccess, onError); // Update media position every second var mediaTimer = setInterval(function () { // get media position my_media.getCurrentPosition( // success callback function (position) { if (position > -1) { console.log((position) + " sec"); } }, // error callback function (e) { console.log("Error getting pos=" + e); } ); }, 1000);
Returns the duration of an audio file in seconds. If the duration is unknown, it returns a value of -1.
media.getDuration();
// Audio player // var my_media = new Media(src, onSuccess, onError); // Get duration var counter = 0; var timerDur = setInterval(function() { counter = counter + 100; if (counter > 2000) { clearInterval(timerDur); } var dur = my_media.getDuration(); if (dur > 0) { clearInterval(timerDur); document.getElementById('audio_duration').innerHTML = (dur) + " sec"; } }, 100);
Pauses playing an audio file.
media.pause();
// Play audio // function playAudio(url) { // Play the audio file at url var my_media = new Media(url, // success callback function () { console.log("playAudio():Audio Success"); }, // error callback function (err) { console.log("playAudio():Audio Error: " + err); } ); // Play audio my_media.play(); // Pause after 10 seconds setTimeout(function () { my_media.pause(); }, 10000); }
Pauses recording an audio file.
media.pauseRecord();
// Record audio // function recordAudio() { var src = "myrecording.mp3"; var mediaRec = new Media(src, // success callback function() { console.log("recordAudio():Audio Success"); }, // error callback function(err) { console.log("recordAudio():Audio Error: "+ err.code); }); // Record audio mediaRec.startRecord(); // Pause Recording after 5 seconds setTimeout(function() { mediaRec.pauseRecord(); }, 5000); }
Starts or resumes playing an audio file.
media.play();
// Play audio // function playAudio(url) { // Play the audio file at url var my_media = new Media(url, // success callback function () { console.log("playAudio():Audio Success"); }, // error callback function (err) { console.log("playAudio():Audio Error: " + err); } ); // Play audio my_media.play(); }
numberOfLoops: Pass this option to the play
method to specify the number of times you want the media file to play, e.g.:
var myMedia = new Media("http://audio.ibeat.org/content/p1rj1s/p1rj1s_-_rockGuitar.mp3") myMedia.play({ numberOfLoops: 2 })
playAudioWhenScreenIsLocked: Pass in this option to the play
method to specify whether you want to allow playback when the screen is locked. If set to true
(the default value), the state of the hardware mute button is ignored, e.g.:
var myMedia = new Media("http://audio.ibeat.org/content/p1rj1s/p1rj1s_-_rockGuitar.mp3"); myMedia.play({ playAudioWhenScreenIsLocked : true }); myMedia.setVolume('1.0');
Note: To allow playback with the screen locked or background audio you have to add
audio
toUIBackgroundModes
in theinfo.plist
file. See Apple documentation. Also note that the audio has to be started before going to background.
order of file search: When only a file name or simple path is provided, iOS searches in the www
directory for the file, then in the application's documents/tmp
directory:
var myMedia = new Media("audio/beer.mp3") myMedia.play() // first looks for file in www/audio/beer.mp3 then in <application>/documents/tmp/audio/beer.mp3
Releases the underlying operating system's audio resources. This is particularly important for Android, since there are a finite amount of OpenCore instances for media playback. Applications should call the release
function for any Media
resource that is no longer needed.
media.release();
// Audio player // var my_media = new Media(src, onSuccess, onError); my_media.play(); my_media.stop(); my_media.release();
Resume recording an audio file.
media.resumeRecord();
// Record audio // function recordAudio() { var src = "myrecording.mp3"; var mediaRec = new Media(src, // success callback function() { console.log("recordAudio():Audio Success"); }, // error callback function(err) { console.log("recordAudio():Audio Error: "+ err.code); }); // Record audio mediaRec.startRecord(); // Pause Recording after 5 seconds setTimeout(function() { mediaRec.pauseRecord(); }, 5000); // Resume Recording after 10 seconds setTimeout(function() { mediaRec.resumeRecord(); }, 10000); }
Sets the current position within an audio file.
media.seekTo(milliseconds);
// Audio player // var my_media = new Media(src, onSuccess, onError); my_media.play(); // SeekTo to 10 seconds after 5 seconds setTimeout(function() { my_media.seekTo(10000); }, 5000);
Set the volume for an audio file.
media.setVolume(volume);
// Play audio // function playAudio(url) { // Play the audio file at url var my_media = new Media(url, // success callback function() { console.log("playAudio():Audio Success"); }, // error callback function(err) { console.log("playAudio():Audio Error: "+err); }); // Play audio my_media.play(); // Mute volume after 2 seconds setTimeout(function() { my_media.setVolume('0.0'); }, 2000); // Set volume to 1.0 after 5 seconds setTimeout(function() { my_media.setVolume('1.0'); }, 5000); }
Starts recording an audio file.
media.startRecord();
// Record audio // function recordAudio() { var src = "myrecording.mp3"; var mediaRec = new Media(src, // success callback function() { console.log("recordAudio():Audio Success"); }, // error callback function(err) { console.log("recordAudio():Audio Error: "+ err.code); }); // Record audio mediaRec.startRecord(); }
release()
called on it, the volume controls revert to their default behaviour. The controls are also reset on page navigation, as this releases all Media objects.iOS only records to files of type .wav and .m4a and returns an error if the file name extension is not correct.
If a full path is not provided, the recording is placed in the application's documents/tmp
directory. This can be accessed via the File
API using LocalFileSystem.TEMPORARY
. Any subdirectory specified at record time must already exist.
Files can be recorded and played back using the documents URI:
var myMedia = new Media("documents://beer.mp3")
Since iOS 10 it's mandatory to provide an usage description in the info.plist
if trying to access privacy-sensitive data. When the system prompts the user to allow access, this usage description string will displayed as part of the permission dialog box, but if you didn't provide the usage description, the app will crash before showing the dialog. Also, Apple will reject apps that access private data but don't provide an usage description.
This plugins requires the following usage description:
NSMicrophoneUsageDescription
describes the reason that the app accesses the user's microphone. To add this entry into the info.plist
, you can use the edit-config
tag in the config.xml
like this:
<edit-config target="NSMicrophoneUsageDescription" file="*-Info.plist" mode="merge"> <string>need microphone access to record sounds</string> </edit-config>
Windows devices can use MP3, M4A and WMA formats for recorded audio. However in most cases it is not possible to use MP3 for audio recording on Windows Phone 8.1 devices, because an MP3 encoder is not shipped with Windows Phone.
If a full path is not provided, the recording is placed in the AppData/temp
directory. This can be accessed via the File
API using LocalFileSystem.TEMPORARY
or ms-appdata:///temp/<filename>
URI.
Any subdirectory specified at record time must already exist.
Stops playing an audio file.
media.stop();
// Play audio // function playAudio(url) { // Play the audio file at url var my_media = new Media(url, // success callback function() { console.log("playAudio():Audio Success"); }, // error callback function(err) { console.log("playAudio():Audio Error: "+err); } ); // Play audio my_media.play(); // Pause after 10 seconds setTimeout(function() { my_media.stop(); }, 10000); }
Stops recording an audio file.
media.stopRecord();
// Record audio // function recordAudio() { var src = "myrecording.mp3"; var mediaRec = new Media(src, // success callback function() { console.log("recordAudio():Audio Success"); }, // error callback function(err) { console.log("recordAudio():Audio Error: "+ err.code); } ); // Record audio mediaRec.startRecord(); // Stop recording after 10 seconds setTimeout(function() { mediaRec.stopRecord(); }, 10000); }
A MediaError
object is returned to the mediaError
callback function when an error occurs.
code: One of the predefined error codes listed below.
message: An error message describing the details of the error.
MediaError.MEDIA_ERR_ABORTED
= 1MediaError.MEDIA_ERR_NETWORK
= 2MediaError.MEDIA_ERR_DECODE
= 3MediaError.MEDIA_ERR_NONE_SUPPORTED
= 4
© 2012–2018 The Apache Software Foundation
Licensed under the Apache License 2.0.
https://cordova.apache.org/docs/en/8.x/reference/cordova-plugin-media/index.html