@capacitor-community/native-audio
Capacitor community plugin for playing sounds.
Capacitor plugin for native audio engine. Capacitor v3 - β Support!
Click on video to see example π₯
Maintainer | GitHub | Social |
---|---|---|
Maxim Bazuev | bazuka5801 | Telegram |
Mainteinance Status: Actively Maintained
All audio place in specific platform folder
Andoid: android/app/src/assets
iOS: ios/App/App/sounds
Web: assets/sounds
To use npm
npm install @capacitor-community/native-audio
To use yarn
yarn add @capacitor-community/native-audio
Sync native files
npx cap sync
On iOS, Android and Web, no further steps are needed.
No configuration required for this plugin.
Name | Android | iOS | Web |
---|---|---|---|
configure | β | β | β |
preload | β | β | β |
play | β | β | β |
pause | β | β | β |
resume | β | β | β |
loop | β | β | β |
stop | β | β | β |
unload | β | β | β |
setVolume | β | β | β |
getDuration | β | β | β |
getCurrentTime | β | β | β |
isPlaying | β | β | β |
import {NativeAudio} from '@capacitor-community/native-audio'
/**
* This method will load more optimized audio files for background into memory.
* @param assetPath - relative path of the file or absolute url (file://)
* assetId - unique identifier of the file
* audioChannelNum - number of audio channels
* isUrl - pass true if assetPath is a `file://` url
* @returns void
*/
NativeAudio.preload({
assetId: "fire",
assetPath: "fire.mp3",
audioChannelNum: 1,
isUrl: false
});
/**
* This method will play the loaded audio file if present in the memory.
* @param assetId - identifier of the asset
* @param time - (optional) play with seek. example: 6.0 - start playing track from 6 sec
* @returns void
*/
NativeAudio.play({
assetId: 'fire',
// time: 6.0 - seek time
});
/**
* This method will loop the audio file for playback.
* @param assetId - identifier of the asset
* @returns void
*/
NativeAudio.loop({
assetId: 'fire',
});
/**
* This method will stop the audio file if it's currently playing.
* @param assetId - identifier of the asset
* @returns void
*/
NativeAudio.stop({
assetId: 'fire',
});
/**
* This method will unload the audio file from the memory.
* @param assetId - identifier of the asset
* @returns void
*/
NativeAudio.unload({
assetId: 'fire',
});
/**
* This method will set the new volume for a audio file.
* @param assetId - identifier of the asset
* volume - numerical value of the volume between 0.1 - 1.0
* @returns void
*/
NativeAudio.setVolume({
assetId: 'fire',
volume: 0.4,
});
/**
* this method will getΒ the duration of an audio file.
* only works if channels == 1
*/
NativeAudio.getDuration({
assetId: 'fire'
})
.then(result => {
console.log(result.duration);
})
/**
* this method will get the current time of a playing audio file.
* only works if channels == 1
*/
NativeAudio.getCurrentTime({
assetId: 'fire'
});
.then(result => {
console.log(result.currentTime);
})
/**
* This method will return false if audio is paused or not loaded.
* @param assetId - identifier of the asset
* @returns {isPlaying: boolean}
*/
NativeAudio.isPlaying({
assetId: 'fire'
})
.then(result => {
console.log(result.isPlaying);
})
playRaw(options: PlayRawOptions, callback: PlayRawCallback) => Promise<void>
Takes in a base64-encoded string, decodes, and plays the raw mp3 data via routing to device speakers
Param | Type | Description |
---|---|---|
options |
PlayRawOptions |
Object: { rawAudio: string, bluetoothBuffer: number, bluetoothKeepAlive: number } |
callback |
PlayRawCallback |
Callback: (success, error) => {} |
stop() => Promise<Response>
Immediately stops all audio being played.
Returns: Promise<Response>
bingbong() => Promise<void>
If you see these dogs in your front yard, just know upstairs I'm going hard. BING BONG.
Prop | Type |
---|---|
rawAudio |
string |
bluetoothBuffer |
number |
bluetoothKeepAlive |
number |
Prop | Type |
---|---|
ok |
boolean |
done |
boolean |
msg |
string |
(response: Response, error?: any): void