A simple audio player for all your audio playing needs, based on the HTML5 audio element. Supports most popular formats.
Formats | Support |
---|---|
.mp3 | [✓] |
.aac | [✓] |
.mp4 | [✓] |
.m3u8 (hls) | [✓] |
For a comprehensive list of supported formats, visit the MDN audio codec guide.
- Supports all modern browsers.
- Lightweight, just 18kb.
- Zero dependencies and type-safe.
- No built-in UI, allowing full control over the player. Bring your own UI.
- Simple API to use.
- Works with React, no external packages needed.
- Access to the audio element to use your own event listeners or the default listeners to get up and running quickly.
- MediaSession support, shows notification and lock-screen actions on mobile devices.
- Playlog - Get the actual playtime of a track.
- Casting support
- Dash media playback
- DRM
- Ads support
Equalizer[✓] DoneUpdates to APIs for better DX[✓] DoneQueue support[✓] Done
npm install audio_x
import { AUDIO_STATE, AudioState, AudioX, MediaTrack } from "audio_x";
// Create an audio_x instance
const audio = new AudioX();
// Initialize audio_x
audio.init({
autoPlay: false, // Should autoplay
useDefaultEventListeners: true, // Use default event listeners
showNotificationActions: true, // Show notifications on devices
preloadStrategy: "auto", // Preloading strategy
playbackRate: 1, // Set playback rate
enablePlayLog: true, // Enable playlog support
enableHls: true, // Enable HLS support
hlsConfig: { backBufferLength: 2000 } // HLS init config
});
// Create a track
const track: MediaTrack = {
id: 1,
artwork: [
{
src: "https://example.com/image.png",
name: "image-name",
sizes: "512x512",
},
],
source: "https://example.com/stream.mp3",
title: "My Awesome Song",
album: "Awesome Album",
artist: "Amazing Artist",
comment: "",
duration: 309,
genre: "Pop",
year: 2023,
};
// Add a track
audio.addMedia(track);
// Play
audio.play();
// Pause
audio.pause();
// Get the audio state
audio.subscribe("AUDIO_X_STATE", (audioState: AudioState) => {
console.log(audioState);
});
// Sample audio state
{
"playbackState": "paused",
"duration": null,
"bufferedDuration": 0,
"progress": 35.003483,
"volume": 50,
"playbackRate": 1,
"error": {
"code": null,
"message": "",
"readable": ""
},
"currentTrack": {
"artwork": [
{
src: "https://example.com/image.png",
name: "image-name",
sizes: "512x512",
}
],
"source": "https://example.com/stream.mp3",
title: "My Awesome Song",
album: "Awesome Album",
artist: "Amazing Artist",
comment: "",
duration: 309,
genre: "Pop",
year: 2023,
},
"currentTrackPlayTime": 35.003483,
"previousTrackPlayTime": 35.003483
}
audio_x exports an audio instance through a static method, so you can add your own event listeners directly to the HTML5 audio element.
const instance = AudioX.getAudioInstance();
There are two ways to attach custom event listeners.
// Create an object of events and callbacks as below
const eventListenerMap: EventListenerCallbackMap = {
CAN_PLAY_THROUGH: (e, audioInstance, isPlayLogEnabled) => {
console.log(e, audioInstance, isPlayLogEnabled);
},
PLAY: (e, audioInstance, isPlayLogEnabled) => {
console.log(e, audioInstance, isPlayLogEnabled);
},
};
audio.init({
autoPlay: false,
useDefaultEventListeners: false, // Set default event listener to false
mode: "REACT",
showNotificationActions: true,
customEventListeners: eventListenerMap, // Provide custom event listeners at init
preloadStrategy: "auto",
playbackRate: 1,
enableEQ: true,
enablePlayLog: true,
enableHls: true,
});
NOTE: If custom event listeners are provided at init, they will take priority even if useDefaultEventListeners is set to true. To use the default event listener, set useDefaultEventListeners to true and customEventListeners to null. Once a custom event listener is added, AUDIO_X_STATE will not be fired in favor of custom event listeners. All events should be handled manually. This method only allows audio events.
audio.addEventListener("pause", (data: any) => {
console.log(data);
});
NOTE: This method allows adding events directly to the audio element, and all events can be added to the audio element. When using this, set useDefaultEventListeners to false and customEventListeners to null to reduce unnecessary events being fired. All events should be handled manually.
// Getting the presets
const presets = audio.getPresets(); // Will return an array of pre-tuned filters
// Sample preset
[
{
"id": "preset_default",
"name": "Default",
"gains": [0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ]
}
]
// Setting a preset
audio.setPreset(id);
// Example:
audio.setPreset('preset_default'); // Will set default preset
// Custom EQ setting
const gainsValue = preset[index].gains;
gainsValue[index] = value; // Value ranges from -10 to 10
audio.setCustomEQ(gainsValue);
// Example
const gainsValue = preset[0].gains; // Default preset gains [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
gainsValue[0] = 2.5; // Updated gain values [2.5, 0, 0, 0, 0, 0, 0, 0, 0, 0]
audio.setCustomEQ(gainsValue);
Audio_x allows you to play audio in a queue.
// To add a queue
const tracks = [track_1, track_2, ...other_tracks]
audio.addQueue(tracks, "DEFAULT");
// NOTE: addQueue takes two parameters: one is the tracks array, and the second is playback type, i.e., "DEFAULT" | "REVERSE" | "SHUFFLE".
// If no playbackType is passed, audio_x will play it as DEFAULT.
// To play the queue from the beginning, call addMediaAndPlay like below.
audio.addMediaAndPlay();
// If you are fetching something dynamically to play audio, such as the source of the audio, you can do it like below.
audio.addMediaAndPlay(null, async (currentTrack: MediaTrack) => {
const res = await fetch('url');
currentTrack.source = res.data.url;
});
// This will ensure that the above function gets called before every audio that plays in a queue.
// To add a single track to the queue
audio.addToQueue(track);
// To add multiple tracks to the queue
audio.addToQueue([track1, track2, track3]);
// To clear the queue
audio.clearQueue();
// To play the next track in the queue
audio.playNext();
// To play the previous track in the queue
audio.playPrevious();
// To seek to a particular position
audio.seek(position); // Position is basically time in seconds
// To seek by a particular time range
audio.seekBy(time); // Time range in seconds to seek
- Ashish Kumar - afkcodes
If you like this and find any issues, please raise a bug, or if you find working on audio stuff interesting, do raise a PR for a feature or a fix.