cordova-plugin-media
Version:
Cordova Media Plugin
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Markdown
---
title: Media
description: Record and play audio on the device.
---
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# cordova-plugin-media
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.
```js
document.addEventListener("deviceready", onDeviceReady, false);
function onDeviceReady() {
console.log(Media);
}
```
Report issues with this plugin on the [Apache Cordova issue tracker](https://issues.apache.org/jira/issues/?jql=project%20%3D%20CB%20AND%20status%20in%20(Open%2C%20%22In%20Progress%22%2C%20Reopened)%20AND%20resolution%20%3D%20Unresolved%20AND%20component%20%3D%20%22cordova-plugin-media%22%20ORDER%20BY%20priority%20DESC%2C%20summary%20ASC%2C%20updatedDate%20DESC)
## Installation
```bash
cordova plugin add cordova-plugin-media
```
## Supported Platforms
- Android
- iOS
- Windows
- Browser
## Media
```js
var media = new Media(src, mediaSuccess, [mediaError], [mediaStatus]);
```
### Parameters
- __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:
```javascript
var my_media = new Media('cdvfile://localhost/temporary/recording.mp3', ...);
```
### Constants
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;
### Methods
- `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.
### Additional ReadOnly Parameters
- __position__: The position within the audio playback, in seconds.
- Not automatically updated during play; call `getCurrentPosition` to update.
- __duration__: The duration of the media, in seconds.
## media.getCurrentAmplitude
Returns the current amplitude within an audio file.
media.getCurrentAmplitude(mediaSuccess, [mediaError]);
### Supported Platforms
- Android
- iOS
### Parameters
- __mediaSuccess__: The callback that is passed the current amplitude (0.0 - 1.0).
- __mediaError__: (Optional) The callback to execute if an error occurs.
### Quick Example
```js
// 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);
```
## media.getCurrentPosition
Returns the current position within an audio file. Also updates the `Media` object's `position` parameter.
media.getCurrentPosition(mediaSuccess, [mediaError]);
### Parameters
- __mediaSuccess__: The callback that is passed the current position in seconds.
- __mediaError__: (Optional) The callback to execute if an error occurs.
### Quick Example
```js
// 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);
```
## media.getDuration
Returns the duration of an audio file in seconds. If the duration is unknown, it returns a value of -1.
media.getDuration();
### Quick Example
```js
// 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);
```
## media.pause
Pauses playing an audio file.
media.pause();
### Quick Example
```js
// 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);
}
```
## media.pauseRecord
Pauses recording an audio file.
media.pauseRecord();
### Supported Platforms
- iOS
### Quick Example
```js
// 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);
}
```
## media.play
Starts or resumes playing an audio file.
```js
media.play();
```
### Quick Example
```js
// 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();
}
```
### iOS Quirks
- __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` to `UIBackgroundModes` in the `info.plist` file. See [Apple documentation](https://developer.apple.com/library/content/documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/BackgroundExecution/BackgroundExecution.html#//apple_ref/doc/uid/TP40007072-CH4-SW23). 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
## media.release
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();
### Quick Example
```js
// Audio player
//
var my_media = new Media(src, onSuccess, onError);
my_media.play();
my_media.stop();
my_media.release();
```
## media.resumeRecord
Resume recording an audio file.
media.resumeRecord();
### Supported Platforms
- iOS
### Quick Example
```js
// 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);
}
```
## media.seekTo
Sets the current position within an audio file.
media.seekTo(milliseconds);
### Parameters
- __milliseconds__: The position to set the playback position within the audio, in milliseconds.
### Quick Example
```js
// 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);
```
## media.setVolume
Set the volume for an audio file.
media.setVolume(volume);
### Parameters
- __volume__: The volume to set for playback. The value must be within the range of 0.0 to 1.0.
### Supported Platforms
- Android
- iOS
### Quick Example
```js
// 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);
}
```
## media.startRecord
Starts recording an audio file.
media.startRecord();
### Supported Platforms
- Android
- iOS
- Windows
### Quick Example
```js
// 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();
}
```
### Android Quirks
- Android devices record audio in AAC ADTS file format. The specified file should end with a _.aac_ extension.
- The hardware volume controls are wired up to the media volume while any Media objects are alive. Once the last created Media object has `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 Quirks
- 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 Quirks
- 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](https://msdn.microsoft.com/en-us/library/windows/apps/windows.media.mediaproperties.mediaencodingprofile.createmp3.aspx).
- 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.
## media.stop
Stops playing an audio file.
media.stop();
### Quick Example
```js
// 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);
}
```
## media.stopRecord
Stops recording an audio file.
media.stopRecord();
### Supported Platforms
- Android
- iOS
- Windows
### Quick Example
```js
// 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);
}
```
## MediaError
A `MediaError` object is returned to the `mediaError` callback
function when an error occurs.
### Properties
- __code__: One of the predefined error codes listed below.
- __message__: An error message describing the details of the error.
### Constants
- `MediaError.MEDIA_ERR_ABORTED` = 1
- `MediaError.MEDIA_ERR_NETWORK` = 2
- `MediaError.MEDIA_ERR_DECODE` = 3
- `MediaError.MEDIA_ERR_NONE_SUPPORTED` = 4