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Starts or resumes playing an audio file.
media.play();
The media.play
method executes synchronously, and starts or resumes playing an audio file.
// 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(); }
<!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.js"></script> <script type="text/javascript" charset="utf-8"> // Wait for device API libraries to load // document.addEventListener("deviceready", onDeviceReady, false); // device APIs are available // 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>
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 : false })
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