esperlos-react-native-sound
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    0.10.9 • Public • Published

    react-native-sound

    React Native module for playing sound clips on iOS, Android, and Windows.

    'NOTE: React-native-sound does not support streaming'. See #353 for more info. Of course, we would welcome a PR if someone wants to take this on.

    Feature matrix

    Feature iOS Android Windows
    Load sound from the app bundle
    Load sound from other directories
    Load sound from the network
    Play sound
    Playback completion callback
    Pause
    Resume
    Stop
    Reset
    Release resource
    Get duration
    Get number of channels
    Get/set volume
    Get/set system volume
    Get/set pan
    Get/set loops
    Get/set current time
    Set speed

    Installation

    First install the npm package from your app directory:

    npm install react-native-sound --save

    Then link it automatically using:

    react-native link react-native-sound

    Manual Installation Notes

    Please see the Wiki for these details https://github.com/zmxv/react-native-sound/wiki/Installation

    Help with React-Native-Sound

    • For react-native-sound developers Gitter chat
    • For help using react-native-sound Gitter chat

    Demo project

    https://github.com/zmxv/react-native-sound-demo

    Basic usage

    First you'll need to add audio files to your project.

    • Android: Save your sound clip files under the directory android/app/src/main/res/raw. Note that files in this directory must be lowercase and underscored (e.g. my_file_name.mp3) and that subdirectories are not supported by Android.
    • iOS: Open Xcode and add your sound files to the project (Right-click the project and select Add Files to [PROJECTNAME])
    // Import the react-native-sound module
    var Sound = require('react-native-sound');
    
    // Enable playback in silence mode
    Sound.setCategory('Playback');
    
    // 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);
        return;
      }
      // 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');
        // reset the player to its uninitialized state (android only)
        // this is the only option to recover after an error occured and use the player again
        whoosh.reset();
      }
    });
    
    // 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());
    
    // 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(() => {
      // Note: If you want to play a sound after stopping and rewinding it,
      // it is important to call play() in a callback.
      whoosh.play();
    });
    
    // Release the audio player resource
    whoosh.release();

    Notes

    • 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 where play() 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 that supports aac, aiff, mp3, wav etc. The full list of supported formats can be found at https://developer.apple.com/library/content/documentation/MusicAudio/Conceptual/CoreAudioOverview/SupportedAudioFormatsMacOSX/SupportedAudioFormatsMacOSX.html
    • On Android, the module wraps android.media.MediaPlayer. The full list of supported formats can be found at https://developer.android.com/guide/topics/media/media-formats.html
    • On Android, the absolute path can start with '/sdcard/'. So, if you want to access a sound called "my_sound.mp3" on Downloads folder, the absolute path will be: '/sdcard/Downloads/my_sound.mp3'.
    • You may chain non-getter calls, for example, sound.setVolume(.5).setPan(.5).play().

    Install

    npm i esperlos-react-native-sound

    DownloadsWeekly Downloads

    3

    Version

    0.10.9

    License

    MIT

    Unpacked Size

    78.9 kB

    Total Files

    23

    Last publish

    Collaborators

    • lvlrsajjad