React Native module for playing sound clips on iOS and Android.
This is a fork of the 0.8.4 version of https://github.com/zmxv/react-native-sound, altered to use Google's ExoPlayer audio system on Android. It will not be updated regularly - most people should use the original version.
First install the npm package from your app directory:
npm install react-native-sound-exoplayer --save
react-native link react-native-sound-exoplayer
// Import the react-native-sound module
var Sound = require('react-native-sound-exoplayer');
// Load the sound file 'whoosh.mp3' from the app bundle
// See notes below about preloading sounds within initialization code below.
var whoosh = new Sound('whoosh.mp3', Sound.MAIN_BUNDLE, (error) => {
if (error) {
console.log('failed to load the sound', error);
} else { // loaded successfully
console.log('duration in seconds: ' + whoosh.getDuration() +
'number of channels: ' + whoosh.getNumberOfChannels());
}
});
// Play the sound with an onEnd callback
whoosh.play((success) => {
if (success) {
console.log('successfully finished playing');
} else {
console.log('playback failed due to audio decoding errors');
}
});
// Reduce the volume by half
whoosh.setVolume(0.5);
// Position the sound to the full right in a stereo field
whoosh.setPan(1);
// Loop indefinitely until stop() is called
whoosh.setNumberOfLoops(-1);
// Get properties of the player instance
console.log('volume: ' + whoosh.getVolume());
console.log('pan: ' + whoosh.getPan());
console.log('loops: ' + whoosh.getNumberOfLoops());
// Enable playback in silence mode (iOS only)
// Sound.enableInSilenceMode(true);
// Seek to a specific point in seconds
whoosh.setCurrentTime(2.5);
// Get the current playback point in seconds
whoosh.getCurrentTime((seconds) => console.log('at ' + seconds));
// Pause the sound
whoosh.pause();
// Stop the sound and rewind to the beginning
whoosh.stop();
// Release the audio player resource
whoosh.release();
filename
{string} Either absolute or relative path to the sound file
basePath
{?string} Optional base path of the file. Omit this or pass ''
if filename
is an absolute path. Otherwise, you may use one of the predefined directories: Sound.MAIN_BUNDLE
, Sound.DOCUMENT
, Sound.LIBRARY
, Sound.CACHES
.
onError
{?function(error, props)} Optional callback function. If the file is successfully loaded, the first parameter error
is null
, and props
contains an object with two properties: duration
(in seconds) and numberOfChannels
(1
for mono and 2
for stereo sound), both of which can also be accessed from the Sound
instance object. If an initialization error is encountered (e.g. file not found), error
will be an object containing code
, description
, and the stack trace.
Return true
if the sound has been loaded.
onEnd
{?function(successfully)} Optinoal callback function that gets called when the playback finishes successfully or an audio decoding error interrupts it.
Pause the sound.
Stop the playback.
Release the audio player resource associated with the instance.
Return the duration in seconds, or -1
before the sound gets loaded.
Return the number of channels (1
for mono and 2
for stereo sound), or -1
before the sound gets loaded.
Return the volume of the audio player (not the system-wide volume), ranging from 0.0
(silence) through 1.0
(full volume, the default).
value
{number} Set the volume, ranging from 0.0
(silence) through 1.0
(full volume).
Return the stereo pan position of the audio player (not the system-wide pan), ranging from -1.0
(full left) through 1.0
(full right). The default value is 0.0
(center).
value
{number} Set the pan, ranging from -1.0
(full left) through 1.0
(full right).
Return the loop count of the audio player. The default is 0
which means to play the sound once. A positive number specifies the number of times to return to the start and play again. A negative number indicates an indefinite loop.
value
{number} Set the loop count. 0
means to play the sound once. A positive number specifies the number of times to return to the start and play again (iOS only). A negative number indicates an indefinite loop (iOS and Android).
callback
{function(seconds, isPlaying)} Callback will receive the current playback position in seconds and whether the sound is being played.
value
{number} Seek to a particular playback point in seconds.
value
{string} Sets AVAudioSession category, which allows playing sound in background, stop sound playback when phone is locked, etc. Parameter options: "Ambient", "SoloAmbient", "Playback", "Record", "PlayAndRecord", "AudioProcessing", "MultiRoute".
More info about each category can be found in https://developer.apple.com/library/ios/documentation/AVFoundation/Reference/AVAudioSession_ClassReference/#//apple_ref/doc/constant_group/Audio_Session_Categories
To play sound in the background, make sure to add the following to the Info.plist
file.
<key>UIBackgroundModes</key>
<array>
<string>audio</string>
</array>
enabled
{boolean} Whether to enable playback in silence mode (iOS only).
- To minimize playback delay, you may want to preload a sound file without calling
play()
(e.g.var s = new Sound(...);
) during app initialization. This also helps avoid a race condition whereplay()
may be called before loading of the sound is complete, which results in no sound but no error because loading is still being processed. - You can play multiple sound files at the same time. Under the hood, this module uses
AVAudioSessionCategoryAmbient
to mix sounds on iOS. - You may reuse a
Sound
instance for multiple playbacks. - On iOS, the module wraps
AVAudioPlayer
which supports aac, aiff, mp3, wav etc. The full list of supported formats can be found at https://developer.apple.com/library/ios/documentation/AudioVideo/Conceptual/MultimediaPG/UsingAudio/UsingAudio.html - On Android, the module wraps
android.media.MediaPlayer
. The full list of supported formats can be found at http://developer.android.com/guide/appendix/media-formats.html - You may chain non-getter calls, for example,
sound.setVolume(.5).setPan(.5).play()
.