Media
The
Media
object provides the ability to record and play back audio files on a device.
var media = new Media(src, mediaSuccess, [mediaError], [mediaStatus]);
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.
Parameters
- src: A URI containing the audio content. (DOMString)
- mediaSuccess: (Optional) The callback that is invoked after a Media object has completed the current play/record or stop action. (Function)
- mediaError: (Optional) The callback that is invoked if there was an error. (Function)
- mediaStatus: (Optional) The callback that is invoked to indicate status changes. (Function)
Constants
The following constants are reported as the only parameter to the mediaStatus callback function.
Media.MEDIA_NONE
= 0;Media.MEDIA_STARTING
= 1;Media.MEDIA_RUNNING
= 2;Media.MEDIA_PAUSED
= 3;Media.MEDIA_STOPPED
= 4;
Methods
- 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 audio file.
- media.pause: Pause playing audio file.
- media.release: Releases the underlying OS'es audio resources.
- media.seekTo: Moves the position within the audio file.
- media.setVolume: Set the volume for audio playback.
- media.startRecord: Start recording audio file.
- media.stopRecord: Stop recording audio file.
- media.stop: Stop playing audio file.
Additional ReadOnly Parameters
- position: The position within the audio playback in seconds.
- Not automatically updated during play, call
getCurrentPosition
to update.
- Not automatically updated during play, call
- duration: The duration of the media in seconds.
Supported Platforms
- Android
- BlackBerry WebWorks (OS 5.0 and higher)
- iOS
- Windows Phone 7.5
- Tizen
- Windows 8
Permissions
Android
app/res/xml/config.xml
<plugin name="Media" value="org.apache.cordova.AudioHandler" />
app/AndroidManifest.xml
<uses-permission android:name="android.permission.RECORD_AUDIO" />
<uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
Bada
manifest.xml
<Privilege>
<Name>RECORDING</Name>
</Privilege>
BlackBerry WebWorks
www/plugins.xml
<plugin name="Capture" value="org.apache.cordova.media.MediaCapture" />
iOS
config.xml
<plugin name="Media" value="CDVSound" />
webOS
No permissions are required.
Windows Phone
Properties/WPAppManifest.xml
<Capabilities>
<Capability Name="ID_CAP_MEDIALIB" />
<Capability Name="ID_CAP_MICROPHONE" />
<Capability Name="ID_HW_FRONTCAMERA" />
<Capability Name="ID_CAP_ISV_CAMERA" />
<Capability Name="ID_CAP_CAMERA" />
</Capabilities>
Reference: Application Manifest for Windows Phone
Tizen
No permissions are required.
Windows Phone Quirks
Only one media file can be played back at a time.
There are strict restrictions as to how your application interacts with other media. See the Microsoft documentation for details.
media.getCurrentPosition
Returns the current position within an audio file.
media.getCurrentPosition(mediaSuccess, [mediaError]);
Parameters
- mediaSuccess: The callback that is called with the current position in seconds.
- mediaError: (Optional) The callback that is called if there was an error.
Description
Function media.getCurrentPosition
is an asynchronous function that returns the current position of the underlying audio file of a Media object. Also updates the _position parameter within the Media object.
Supported Platforms
- Android
- BlackBerry WebWorks (OS 5.0 and higher)
- iOS
- Windows Phone 7 and 8
- Tizen
- Windows 8
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);
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) {
// Create Media object from src
my_media = new Media(src, onSuccess, onError);
// 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>
media.getDuration
Returns the duration of an audio file.
media.getDuration();
Description
Function media.getDuration
is a synchronous function that returns the duration of the audio file in seconds, if known. If the duration is unknown, a value of -1 is returned.
Supported Platforms
- Android
- BlackBerry WebWorks (OS 5.0 and higher)
- iOS
- Windows Phone 7 and 8
- Tizen
- Windows 8
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);
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) {
// Create Media object from src
my_media = new Media(src, onSuccess, onError);
// 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>
media.pause
Pauses playing an audio file.
media.pause();
Description
Function media.pause
is a synchronous function that pauses 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();
// Pause after 10 seconds
setTimeout(function() {
media.pause();
}, 10000);
}
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) {
// Create Media object from src
my_media = new Media(src, onSuccess, onError);
// 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>
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
media.release
Releases the underlying operating systems audio resources.
media.release();
Description
Function media.release
is a synchronous function that releases the underlying operating systems audio resources. This function is particularly important for Android as there are a finite amount of OpenCore instances for media playback. Developers should call the 'release' function when they no longer need the Media resource.
Supported Platforms
- Android
- BlackBerry WebWorks (OS 5.0 and higher)
- iOS
- Windows Phone 7 and 8
- Tizen
- Windows 8
Quick Example
// Audio player
//
var my_media = new Media(src, onSuccess, onError);
my_media.play();
my_media.stop();
my_media.release();
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) {
// Create Media object from src
my_media = new Media(src, onSuccess, onError);
// 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>
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. .
Description
Function media.seekTo
is an asynchronous function that updates the current position of the underlying audio file of a Media object. Also updates the _position parameter within the Media object.
Supported Platforms
- Android
- BlackBerry WebWorks (OS 6.0 and higher)
- iOS
- Windows Phone 7 and 8
- Tizen
- Windows 8
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);
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) {
// Create Media object from src
my_media = new Media(src, onSuccess, onError);
// Play audio
my_media.play();
// Update media position every second
mediaTimer = setInterval(function() {
// get 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);
}
);
}, 1000);
// SeekTo to 10 seconds after 5 seconds
setTimeout(function() {
my_media.seekTo(10000);
}, 5000);
}
// 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="stopAudio();">Stop Playing Audio</a>
<p id="audio_position"></p>
</body>
</html>
BlackBerry WebWorks Quirks
- This API is not supported on BlackBerry OS 5 devices.
media.setVolume
Set the volume for an audio file.
media.setVolume(volume);
Paramters
- volume: The volume to set for playback. The value must be within the range of 0.0 to 1.0.
Description
Function media.setVolume
is an asynchronous function that sets the volume during audio playback.
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);
}
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) {
// Create Media object from src
my_media = new Media(src, onSuccess, onError);
// 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);
}
}
// Set audio volume
//
function setVolume(volume) {
if (my_media) {
my_media.setVolume(volume);
}
}
// 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="setVolume('0.0');">Mute Audio</a>
<a href="#" class="btn large" onclick="setVolume('1.0');">Unmute Audio</a>
<a href="#" class="btn large" onclick="stopAudio();">Stop Playing Audio</a>
<p id="audio_position"></p>
</body>
</html>
media.startRecord
Starts recording an audio file.
media.startRecord();
Description
Function media.startRecord
is a synchronous function that starts recording an audio file.
Supported Platforms
- Android
- BlackBerry WebWorks (OS 5.0 and higher)
- iOS
- Windows Phone 7 and 8
- Windows 8
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();
}
Full Example
<!DOCTYPE html>
<html>
<head>
<title>Device Properties 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);
// Record audio
//
function recordAudio() {
var src = "myrecording.amr";
var mediaRec = new Media(src, onSuccess, onError);
// Record audio
mediaRec.startRecord();
// Stop recording after 10 sec
var recTime = 0;
var recInterval = setInterval(function() {
recTime = recTime + 1;
setAudioPosition(recTime + " sec");
if (recTime >= 10) {
clearInterval(recInterval);
mediaRec.stopRecord();
}
}, 1000);
}
// Cordova is ready
//
function onDeviceReady() {
recordAudio();
}
// onSuccess Callback
//
function onSuccess() {
console.log("recordAudio():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>
<p id="media">Recording audio...</p>
<p id="audio_position"></p>
</body>
</html>
Android Quirks
- Android devices record audio in Adaptive Multi-Rate format. The specified file should end with a .amr extension.
BlackBerry WebWorks Quirks
- BlackBerry devices record audio in Adaptive Multi-Rate format. The specified file must end with a .amr extension.
iOS Quirks
- iOS only records to files of type .wav and returns an error if the file name extension is not correct.
- If a full path is not provided the recording will be placed in the
/documents/tmp directory. This can be accessed via the File apis using LocalFileSystem.TEMPORARY. Subdirectories are not created at record time and must already exist. Thus, myRecording.wav will work but recordings/myRecording.wav will not if the recordings directory does not already exist at /documents/tmp/. Files can be recorded and played back using the documents URI:
var myMedia = new Media("documents://beer.mp3")
Tizen Quirks
- This API is not supported on Tizen devices.
media.stop
Stops playing an audio file.
media.stop();
Description
Function media.stop
is a synchronous function that stops 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();
// Pause after 10 seconds
setTimeout(function() {
my_media.stop();
}, 10000);
}
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) {
// Create Media object from src
my_media = new Media(src, onSuccess, onError);
// 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>
media.stopRecord
Stops recording an audio file.
media.stopRecord();
Description
Function media.stopRecord
is a synchronous function that stops recording an audio file.
Supported Platforms
- Android
- BlackBerry WebWorks (OS 5.0 and higher)
- iOS
- Windows Phone 7 and 8
- Windows 8
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);
}
Full Example
<!DOCTYPE html>
<html>
<head>
<title>Device Properties 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);
// Record audio
//
function recordAudio() {
var src = "myrecording.mp3";
var mediaRec = new Media(src, onSuccess, onError);
// Record audio
mediaRec.startRecord();
// Stop recording after 10 sec
var recTime = 0;
var recInterval = setInterval(function() {
recTime = recTime + 1;
setAudioPosition(recTime + " sec");
if (recTime >= 10) {
clearInterval(recInterval);
mediaRec.stopRecord();
}
}, 1000);
}
// Cordova is ready
//
function onDeviceReady() {
recordAudio();
}
// onSuccess Callback
//
function onSuccess() {
console.log("recordAudio():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>
<p id="media">Recording audio...</p>
<p id="audio_position"></p>
</body>
</html>
Tizen Quirks
- This API is not supported on Tizen devices.
MediaError
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: Error message describing the details of the error.
Constants
MediaError.MEDIA_ERR_ABORTED
MediaError.MEDIA_ERR_NETWORK
MediaError.MEDIA_ERR_DECODE
MediaError.MEDIA_ERR_NONE_SUPPORTED
Description
The MediaError
object is returned to the user through the mediaError
callback function when an error occurs.
mediaError
A user specified callback function that is invoked when there is an error in media functions.
function(error) {
// Handle the error
}
Parameters
- error: The error returned by the device. (
MediaError
)