⚡ Highest perf, lowest-latency react native library to play sounds on iOS/Android
For Android, it uses Google's C++ Oboe
For iOS, it uses Core Audio's Audio Unit
npm:
npm install react-native-audio-playback
yarn:
yarn add react-native-audio-playback
For iOS, run pod install
in the ios
directory.
- Setup an Audio Stream using the singleton
AudioManager
'sshared
static property and calling itssetupAudioStream(sampleRate: number, channelCount: number): void
How do I know what sampleRate
and channelCount
I need to pass?
import { AudioManager } from 'react-native-audio-playback';
AudioManager.shared.setupAudioStream(44100, 2);
- Load in your audio sounds as such:
AudioManager.shared.loadSound(require('./assets/sound1.wav'));
AudioManager.shared.loadSound(require('./assets/sound2.wav'));
- Open the audio stream from the audo manager:
AudioManager.shared.openAudioStream();
From here you can manipulate the sounds individually:
player1.loopSound(true); // boolean whether to loop or not
player1.playSound();
player1.pauseSound();
player1.seekTo(1000); // timeInMs
or you can manipulate the same property for different sounds at once:
// multi play
AudioManager.shared.playSounds([
[player1, true],
[player2, true],
]);
AudioManager.shared.playSounds([
[player1, true],
[player2, false],
]); // you can play a sound while pausing the other
// multi loop
AudioManager.shared.loopSounds([
[player1, true],
[player2, true],
]);
Unload the sounds when you no longer need them:
player1.unloadSound();
player2.unloadSound();
The AudioManager is used to setup, open, close the audio stream, create audio sounds, manipulate multiple sounds simultaneously:
The AudioManager
class is a singleton and can be accessed with its static shared
property:
AudioManager.shared.<some-method>
setupAudioStream(sampleRate: number = 44100, channelCount: number = 2): void
: sets up the Audio Stream to allow it later be opened. Note: You shouldn't setup multiple streams simultaneously because you only need one stream. Trying to setup another one will simply fails because there is already one setup.openAudioStream(): void
: Opens the audio stream to allow audio to be played Note: You should have calledsetupAudioStream
before calling this method. You can't open a stream that hasn't been setuppauseAudioStream(): void
: Pauses the audio stream (An example of when to use this is when user puts app to background) Note: The stream has to be in open state. You cant pause a non open streamcloseAudioStream(): void
: Closes the audio stream Note: After this, you need to resetup the audio stream and then repon it to play sounds. The loaded sounds are still loaded and you dont have to reload them.loadSound(requiredAsset: number): Player
: Loads a local audio sound and returns aPlayer
instanceplaySounds(args: ReadonlyArray<[Player, boolean]>): void
Plays/pauses multiple soundsloopSounds(args: ReadonlyArray<[Player, boolean]>): void
Loops/unloops multiple soundsseekSoundsTo(args: ReadonlyArray<[Player, number]>): void
Seeks multiple soundspublic setSoundsVolume(args: ReadonlyArray<[Player, number]>): void
Sets the volume of multiple sounds, volume should be a number between 0 and 1.
The Player
class is used to manage a single sound created by an AudioManager
.
playSound(): void
: Plays the sound. If the sound is already playing it does nothing. If the sound is paused, it resumes it.pauseSound(): void
: Pauses the soundseekTo(timeInMs: number): void
: Seeks the sound to a given time in MillisecondssetVolume(volume: number): void
: Sets the volume of the sound, volume should be a number between 0 and 1.unloadSound(): void
: Unloads the audio memory, so the Player is useless after this point.
If you don't know what is a Sample Rate
or Channel Count
and seem to be off-put bey them! Don't be.
While these terms can be intimidating, it is really simple to understand enough to get this library working.
You most likely will work with audio files of sample rate of 44100
or 48000
. To find out what sample rate your audio is in, you can use ffmpeg:
ffprobe -v error -select_streams a:0 -show_entries stream=sample_rate -of default=noprint_wrappers=1:nokey=1 <your-audio-file>.<ext>
If your audio files are of different sample rates, you can easily convert them to have them all be the same sample rate. My recommendation is convert the higher sample rates to the lower ones. So convert your 48000s to 44100s like this:
ffmpeg -i <your-audio-file>.ext -ar 44100 <new-name-for-converted-file>.<ext>
The most commont channel counts used for mobile is mono
,1, or stereo
, 2. In my opinion, most of the times you want to go with 2.
To know how many channels your audio file has:
ffprobe -v error -select_streams a:0 -show_entries stream=channels -of default=noprint_wrappers=1:nokey=1 <your-audio-file>.<ext>
If your audio files are of different channel counts, you can easily convert them to have them all be the same channel count. My recommendation is convert all the audio files with 1 channel to 2 channels like this:
ffmpeg -i <your-audio-file>.<ext> -ac 2 <new-name-for-converted-file>.<ext>
See the contributing guide to learn how to contribute to the repository and the development workflow.
MIT
Made with create-react-native-library