license: Licensed to the Apache Software Foundation (ASF) under one or more contributor license agreements. See the NOTICE file distributed with this work for additional information regarding copyright ownership. The ASF licenses this file to you under the Apache License, Version 2.0 (the “License”); you may not use this file except in compliance with the License. You may obtain a copy of the License at

       http://www.apache.org/licenses/LICENSE-2.0

     Unless required by applicable law or agreed to in writing,
     software distributed under the License is distributed on an
     "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
     KIND, either express or implied.  See the License for the
     specific language governing permissions and limitations
     under the License.

media.play

Starts or resumes playing an audio file.

media.play();

Description

Function media.play is a synchronous function that starts or resumes playing an audio file.

Supported Platforms

  • Android
  • BlackBerry WebWorks (OS 5.0 and higher)
  • iOS
  • Windows Phone 7 and 8
  • Tizen
  • Windows 8

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();
}

Full Example

    <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN"
                          "http://www.w3.org/TR/html4/strict.dtd">
    <html>
      <head>
        <title>Media Example</title>
    
        <script type="text/javascript" charset="utf-8" src="cordova-x.x.x.js"></script>
        <script type="text/javascript" charset="utf-8">
    
        // Wait for Cordova to load
        //
        document.addEventListener("deviceready", onDeviceReady, false);
    
        // Cordova is ready
        //
        function onDeviceReady() {
            playAudio("http://audio.ibeat.org/content/p1rj1s/p1rj1s_-_rockGuitar.mp3");
        }
    
        // Audio player
        //
        var my_media = null;
        var mediaTimer = null;
    
        // Play audio
        //
        function playAudio(src) {
        	if (my_media == null) {
            	// Create Media object from src
            	my_media = new Media(src, onSuccess, onError);
        	} // else play current audio
            // Play audio
            my_media.play();
    
            // Update my_media position every second
            if (mediaTimer == null) {
                mediaTimer = setInterval(function() {
                    // get my_media position
                    my_media.getCurrentPosition(
                        // success callback
                        function(position) {
                            if (position > -1) {
                                setAudioPosition((position) + " sec");
                            }
                        },
                        // error callback
                        function(e) {
                            console.log("Error getting pos=" + e);
                            setAudioPosition("Error: " + e);
                        }
                    );
                }, 1000);
            }
        }
    
        // Pause audio
        // 
        function pauseAudio() {
            if (my_media) {
                my_media.pause();
            }
        }
    
        // Stop audio
        // 
        function stopAudio() {
            if (my_media) {
                my_media.stop();
            }
            clearInterval(mediaTimer);
            mediaTimer = null;
        }
    
        // onSuccess Callback
        //
        function onSuccess() {
            console.log("playAudio():Audio Success");
        }
    
        // onError Callback 
        //
        function onError(error) {
            alert('code: '    + error.code    + '\n' + 
                  'message: ' + error.message + '\n');
        }
    
        // Set audio position
        // 
        function setAudioPosition(position) {
            document.getElementById('audio_position').innerHTML = position;
        }
    
        </script>
      </head>
      <body>
        <a href="#" class="btn large" onclick="playAudio('http://audio.ibeat.org/content/p1rj1s/p1rj1s_-_rockGuitar.mp3');">Play Audio</a>
        <a href="#" class="btn large" onclick="pauseAudio();">Pause Playing Audio</a>
        <a href="#" class="btn large" onclick="stopAudio();">Stop Playing Audio</a>
        <p id="audio_position"></p>
      </body>
    </html>

BlackBerry WebWorks Quirks

  • BlackBerry devices support a limited number of simultaneous audio channels. CDMA devices only support a single audio channel. Other devices support up to two simultaneous channels. Attempting to play more audio files then the supported amount will result in previous playback being stopped.

iOS Quirk

  • numberOfLoops

    Pass in 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 play the audio of the media file when the screen is locked (this defaults to true if not set). If this is set to true, it will ignore the state of the hardware mute button. e.g:

      var myMedia = new Media("http://audio.ibeat.org/content/p1rj1s/p1rj1s_-_rockGuitar.mp3")
      myMedia.play({ playAudioWhenScreenIsLocked : false })
    
  • order of file search

    When only a file name or simple path is provided, iOS will search in the www for the file and then in the application documents/tmp directory.

      var myMedia = new Media("audio/beer.mp3")
      myMedia.play()  // will first look for file in www/audio/beer.mp3 then in <application>/documents/tmp/audio/beer.mp3