Cordova Version:

Media Plugin

Tested Version: 3.0.1

Note

This document is based on the original Cordova docs available at Cordova Docs.

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);
}

Plugin ID

cordova-plugin-media

Adding the Plugin in Monaca

In order to use this plugin, please enable Media plugin in Monaca Cloud IDE.

Supported Platforms

  • Android
  • iOS
  • Windows

Media Object

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:

var my_media = new Media('cdvfile://localhost/temporary/recording.mp3', ...);

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.

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 position 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.

media.getCurrentAmplitude

Returns the current amplitude of the current recording.

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
// 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
// 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
// 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.play

Starts or resumes playing an audio file.

media.play();
Quick Example
// 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.pause

Pauses playing an audio file.

media.pause();
Quick Example
// 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
// 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.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
// 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
// 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
// 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
// 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
// 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 add a NSMicrophoneUsageDescription entry in the info.plist.

NSMicrophoneUsageDescription describes the reason that the app accesses the user’s microphone. When the system prompts the user to allow access, this string is displayed as part of the dialog box. To add this entry you can pass the variable MICROPHONE_USAGE_DESCRIPTION on plugin install.

If you don’t pass the variable, the plugin will add an empty string as value.

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.
  • 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
// 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
// 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 Object

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