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https://github.com/florent37/Flutter-AssetsAudioPlayer

Play simultaneously music/audio from assets/network/file directly from Flutter, compatible with android / ios / web / macos, displays notifications
https://github.com/florent37/Flutter-AssetsAudioPlayer

android audio audios dart flutter ios java kotlin listen mac macos media mp3 player playlist song songs swift web

Last synced: 27 days ago
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Play simultaneously music/audio from assets/network/file directly from Flutter, compatible with android / ios / web / macos, displays notifications

Lists

README

        

# 🎧 assets_audio_player 🔊

[![pub package](https://img.shields.io/pub/v/assets_audio_player.svg)](https://pub.dartlang.org/packages/assets_audio_player)

Awesome Flutter

[![Codemagic build status](https://api.codemagic.io/apps/5ed8002fe1907b001c67db52/5ed8002fe1907b001c67db51/status_badge.svg)](https://codemagic.io/apps/5ed8002fe1907b001c67db52/5ed8002fe1907b001c67db51/latest_build)
[![CodeFactor](https://www.codefactor.io/repository/github/florent37/flutter-assetsaudioplayer/badge)](https://www.codefactor.io/repository/github/florent37/flutter-assetsaudioplayer)

Play music/audio stored in assets files (simultaneously) directly from Flutter (android / ios / web / macos).

You can also use play audio files from **network** using their url, **radios/livestream** and **local files**

**Notification can be displayed on Android & iOS, and bluetooth actions are handled**

```yaml
flutter:
assets:
- assets/audios/
```

```Dart
AssetsAudioPlayer.newPlayer().open(
Audio("assets/audios/song1.mp3"),
autoStart: true,
showNotification: true,
);
```

[![sample1](./medias/sample1.png)](https://github.com/florent37/Flutter-AssetsAudioPlayer)
[![sample1](./medias/sample2.png)](https://github.com/florent37/Flutter-AssetsAudioPlayer)

# 📥 Import

```yaml
dependencies:
assets_audio_player: ^3.0.8
```

**Works with `flutter: ">=3.3.0"`, be sure to upgrade your sdk**

You like the package ? buy me a kofi :)

Buy Me a Coffee at ko-fi.com



Audio Source
Android
iOS
Web
MacOS




🗄️ Asset file (asset path)






🌐 Network file (url)






📁 Local file (path)






📻 Network LiveStream / radio (url)
(Default, HLS, Dash, SmoothStream)







Feature
Android
iOS
Web
MacOS




🎶 Multiple players






💽 Open Playlist






💬System notification


🚫
🚫


🎧 Bluetooth actions


🚫
🚫


🔕 Respect System silent mode


🚫
🚫


📞 Pause on phone call


🚫
🚫



Commands
Android
iOS
Web
MacOS




▶ Play






⏸ Pause






⏹ Stop






⏩ Seek(position)






⏪⏩ SeekBy(position)






⏩ Forward(speed)






⏪ Rewind(speed)






⏭ Next






⏮ Prev







Widgets
Android
iOS
Web
MacOS




🐦 Audio Widget






🐦 Widget Builders






🐦 AudioPlayer Builders Extension







Properties
Android
iOS
Web
MacOS




🔁 Loop






🔀 Shuffle






🔊 get/set Volume






⏩ get/set Play Speed






⏩ get/set Pitch

🚫
🚫
🚫



Listeners
Android
iOS
Web
MacOS




🦻 Listener onReady(completeDuration)






🦻 Listener currentPosition






🦻 Listener finished






🦻 Listener buffering






🦻 Listener volume






🦻Listener Play Speed






🦻Listener Pitch

🚫
🚫
🚫

# 📁 Import assets files

No needed to copy songs to a media cache, with assets_audio_player you can open them directly from the assets.

1. Create an audio directory in your assets (not necessary named "audios")
2. Declare it inside your pubspec.yaml

```yaml
flutter:
assets:
- assets/audios/
```

## 🛠️ Getting Started

```Dart
final assetsAudioPlayer = AssetsAudioPlayer();

assetsAudioPlayer.open(
Audio("assets/audios/song1.mp3"),
);
```

You can also play _network songs_ from _url_

```Dart
final assetsAudioPlayer = AssetsAudioPlayer();

try {
await assetsAudioPlayer.open(
Audio.network("http://www.mysite.com/myMp3file.mp3"),
);
} catch (t) {
//mp3 unreachable
}
```

_LiveStream / Radio_ from _url_

**The main difference with network, if you pause/play, on livestream it will resume to present duration**

```Dart
final assetsAudioPlayer = AssetsAudioPlayer();

try {
await assetsAudioPlayer.open(
Audio.liveStream(MY_LIVESTREAM_URL),
);
} catch (t) {
//stream unreachable
}
```

And play _songs from file_

```Dart
//create a new player
final assetsAudioPlayer = AssetsAudioPlayer();

assetsAudioPlayer.open(
Audio.file(FILE_URI),
);
```

for file uri, please look at https://pub.dev/packages/path_provider

```Dart
assetsAudioPlayer.playOrPause();
assetsAudioPlayer.play();
assetsAudioPlayer.pause();
```

```Dart
assetsAudioPlayer.seek(Duration to);
assetsAudioPlayer.seekBy(Duration by);
```

```Dart
assetsAudioPlayer.forwardRewind(double speed);
//if positive, forward, if negative, rewind
```

```Dart
assetsAudioPlayer.stop();
```

# Notifications

[![notification](./medias/notification_android.png)](https://github.com/florent37/Flutter-AssetsAudioPlayer)

[![notification](./medias/notification_iOS.png)](https://github.com/florent37/Flutter-AssetsAudioPlayer)

on iOS, it will use `MPNowPlayingInfoCenter`

1. Add metas inside your audio

```dart
final audio = Audio.network("/assets/audio/country.mp3",
metas: Metas(
title: "Country",
artist: "Florent Champigny",
album: "CountryAlbum",
image: MetasImage.asset("assets/images/country.jpg"), //can be MetasImage.network
),
);
```

2. open with `showNotification: true`

```dart
_player.open(audio, showNotification: true)
```

## Custom notification

Custom icon (android only)

### By ResourceName

Make sure you added those icons inside your `android/res/drawable` **!!! not on flutter assets !!!!**

```dart
await _assetsAudioPlayer.open(
myAudio,
showNotification: true,
notificationSettings: NotificationSettings(
customStopIcon: AndroidResDrawable(name: "ic_stop_custom"),
customPauseIcon: AndroidResDrawable(name:"ic_pause_custom"),
customPlayIcon: AndroidResDrawable(name:"ic_play_custom"),
customPrevIcon: AndroidResDrawable(name:"ic_prev_custom"),
customNextIcon: AndroidResDrawable(name:"ic_next_custom"),
)

```

And don't forget tell proguard to keep those resources for release mode

(part Keeping Resources)

https://sites.google.com/a/android.com/tools/tech-docs/new-build-system/resource-shrinking

```xml

```

### By Manifest

1. Add your icon into your android's `res` folder (android/app/src/main/res)

2. Reference this icon into your AndroidManifest (android/app/src/main/AndroidManifest.xml)

```xml

```

You can also change actions icons

```

```

## Handle notification click (android)

Add in main

```dart
AssetsAudioPlayer.setupNotificationsOpenAction((notification) {
//custom action
return true; //true : handled, does not notify others listeners
//false : enable others listeners to handle it
});
```

Then if you want a custom action on widget

```dart
AssetsAudioPlayer.addNotificationOpenAction((notification) {
//custom action
return false; //true : handled, does not notify others listeners
//false : enable others listeners to handle it
});
```

## Custom actions

You can enable/disable a notification action

```dart
open(AUDIO,
showNotification: true,
notificationSettings: NotificationSettings(
prevEnabled: false, //disable the previous button

//and have a custom next action (will disable the default action)
customNextAction: (player) {
print("next");
}
)

)
```

## Update audio's metas / notification content

After your audio creation, just call

```dart
audio.updateMetas(
player: _assetsAudioPlayer, //add the player if the audio is actually played
title: "My new title",
artist: "My new artist",
//if I not provide a new album, it keep the old one
image: MetasImage.network(
//my new image url
),
);
```

## Bluetooth Actions

You have to enable notification to make them work

Available remote commands :

- Play / Pause
- Next
- Prev
- Stop

## HeadPhone Strategy

(Only for Android for now)

while opening a song/playlist, add a strategy

```dart
assetsAudioPlayer.open(
...
headPhoneStrategy: HeadPhoneStrategy.pauseOnUnplug,
//headPhoneStrategy: HeadPhoneStrategy.none, //default
//headPhoneStrategy: HeadPhoneStrategy.pauseOnUnplugPlayOnPlug,
)
```

If you want to make it work on bluetooth too, you'll have to add the BLUETOOTH permission inside your AndroidManifest.xml

```xml

```

# ⛓ Play in parallel / simultaneously

You can create new AssetsAudioPlayer using AssetsAudioPlayer.newPlayer(),
which will play songs in a different native Media Player

This will enable to play two songs simultaneously

You can have as many player as you want !

```dart
///play 3 songs in parallel
AssetsAudioPlayer.newPlayer().open(
Audio("assets/audios/song1.mp3")
);
AssetsAudioPlayer.newPlayer().open(
Audio("assets/audios/song2.mp3")
);

//another way, with create, open, play & dispose the player on finish
AssetsAudioPlayer.playAndForget(
Audio("assets/audios/song3.mp3")
);
```

Each player has an unique generated `id`, you can retrieve or create them manually using

```dart
final player = AssetsAudioPlayer.withId(id: "MY_UNIQUE_ID");
```

# 🗄️ Playlist

```Dart
assetsAudioPlayer.open(
Playlist(
audios: [
Audio("assets/audios/song1.mp3"),
Audio("assets/audios/song2.mp3")
]
),
loopMode: LoopMode.playlist //loop the full playlist
);

assetsAudioPlayer.next();
assetsAudioPlayer.prev();
assetsAudioPlayer.playlistPlayAtIndex(1);
```

## Audio Widget

If you want a more flutter way to play audio, try the `AudioWidget` !

[![sample](./medias/audio_widget.gif)](https://github.com/florent37/Flutter-AssetsAudioPlayer)

```dart
//inside a stateful widget

bool _play = false;

@override
Widget build(BuildContext context) {
return AudioWidget.assets(
path: "assets/audios/country.mp3",
play: _play,
child: RaisedButton(
child: Text(
_play ? "pause" : "play",
),
onPressed: () {
setState(() {
_play = !_play;
});
}
),
onReadyToPlay: (duration) {
//onReadyToPlay
},
onPositionChanged: (current, duration) {
//onPositionChanged
},
);
}
```

How to 🛑 stop 🛑 the AudioWidget ?

Just remove the Audio from the tree !
Or simply keep `play: false`

## 🎧 Listeners

All listeners exposes Streams
Using RxDart, AssetsAudioPlayer exposes some listeners as ValueObservable (Observable that provides synchronous access to the last emitted item);

### 🎵 Current song

```Dart
//The current playing audio, filled with the total song duration
assetsAudioPlayer.current //ValueObservable

//Retrieve directly the current played asset
final PlayingAudio playing = assetsAudioPlayer.current.value;

//Listen to the current playing song
assetsAudioPlayer.current.listen((playingAudio){
final asset = playingAudio.assetAudio;
final songDuration = playingAudio.duration;
})
```

### ⌛ Current song duration

```Dart
//Listen to the current playing song
final duration = assetsAudioPlayer.current.value.duration;
```

### ⏳ Current position (in seconds)

```Dart
assetsAudioPlayer.currentPosition //ValueObservable

//retrieve directly the current song position
final Duration position = assetsAudioPlayer.currentPosition.value;

return StreamBuilder(
stream: assetsAudioPlayer.currentPosition,
builder: (context, asyncSnapshot) {
final Duration duration = asyncSnapshot.data;
return Text(duration.toString());
}),
```

or use a PlayerBuilder !

```dart
PlayerBuilder.currentPosition(
player: _assetsAudioPlayer,
builder: (context, duration) {
return Text(duration.toString());
}
)
```

or Player Builder Extension

```dart
_assetsAudioPlayer.builderCurrentPosition(
builder: (context, duration) {
return Text(duration.toString());
}
)
```

### ▶ IsPlaying

boolean observable representing the current mediaplayer playing state

```Dart
assetsAudioPlayer.isPlaying // ValueObservable

//retrieve directly the current player state
final bool playing = assetsAudioPlayer.isPlaying.value;

//will follow the AssetsAudioPlayer playing state
return StreamBuilder(
stream: assetsAudioPlayer.isPlaying,
builder: (context, asyncSnapshot) {
final bool isPlaying = asyncSnapshot.data;
return Text(isPlaying ? "Pause" : "Play");
}),
```

or use a PlayerBuilder !

```dart
PlayerBuilder.isPlaying(
player: _assetsAudioPlayer,
builder: (context, isPlaying) {
return Text(isPlaying ? "Pause" : "Play");
}
)
```

or Player Builder Extension

```dart
_assetsAudioPlayer.builderIsPlaying(
builder: (context, isPlaying) {
return Text(isPlaying ? "Pause" : "Play");
}
)
```

### 🔊 Volume

Change the volume (between 0.0 & 1.0)

```Dart
assetsAudioPlayer.setVolume(0.5);
```

The media player can follow the system "volume mode" (vibrate, muted, normal)
Simply set the `respectSilentMode` optional parameter as `true`

```dart
_player.open(PLAYABLE, respectSilentMode: true);
```

https://developer.android.com/reference/android/media/AudioManager.html?hl=fr#getRingerMode()

https://developer.apple.com/documentation/avfoundation/avaudiosessioncategorysoloambient

Listen the volume

```dart
return StreamBuilder(
stream: assetsAudioPlayer.volume,
builder: (context, asyncSnapshot) {
final double volume = asyncSnapshot.data;
return Text("volume : $volume");
}),
```

or use a PlayerBuilder !

```dart
PlayerBuilder.volume(
player: _assetsAudioPlayer,
builder: (context, volume) {
return Text("volume : $volume");
}
)
```

### ✋ Finished

Called when the current song has finished to play,

it gives the Playing audio that just finished

```Dart
assetsAudioPlayer.playlistAudioFinished //ValueObservable

assetsAudioPlayer.playlistAudioFinished.listen((Playing playing){

})
```

Called when the complete playlist has finished to play

```Dart
assetsAudioPlayer.playlistFinished //ValueObservable

assetsAudioPlayer.playlistFinished.listen((finished){

})
```

### 🔁 Looping

```Dart
final LoopMode loopMode = assetsAudioPlayer.loop;
// possible values
// LoopMode.none : not looping
// LoopMode.single : looping a single audio
// LoopMode.playlist : looping the fyll playlist

assetsAudioPlayer.setLoopMode(LoopMode.single);

assetsAudioPlayer.loopMode.listen((loopMode){
//listen to loop
})

assetsAudioPlayer.toggleLoop(); //toggle the value of looping
```

### 🏃 Play Speed

```Dart
assetsAudioPlayer.setPlaySpeed(1.5);

assetsAudioPlayer.playSpeed.listen((playSpeed){
//listen to playSpeed
})

//change play speed for a particular Audio

Audio audio = Audio.network(
url,
playSpeed: 1.5
);
assetsAudioPlayer.open(audio);
```

### 🎙️ Pitch

```Dart
assetsAudioPlayer.setPitch(1.2);

assetsAudioPlayer.pitch.listen((pitch){
//listen to pitch
})

//change pitch for a particular Audio

Audio audio = Audio.network(
url,
pitch: 1.2
);
assetsAudioPlayer.open(audio);
```

# Error Handling

By default, on playing error, it stop the audio

BUT you can add a custom behavior

```dart
_player.onErrorDo = (handler){
handler.player.stop();
};
```

Open another audio

```dart
_player.onErrorDo = (handler){
handler.player.open(ANOTHER_AUDIO);
};
```

Try to open again on same position

```dart
_player.onErrorDo = (handler){
handler.player.open(
handler.playlist.copyWith(
startIndex: handler.playlistIndex
),
seek: handler.currentPosition
);
};
```

# Network Policies (android/iOS/macOS)

Android only allow HTTPS calls, you will have an error if you're using HTTP,
don't forget to add INTERNET permission and seet `usesCleartextTraffic="true"` in your **AndroidManifest.xml**

```



...

```

iOS only allow HTTPS calls, you will have an error if you're using HTTP,
don't forget to edit your **info.plist** and set `NSAppTransportSecurity` to `NSAllowsArbitraryLoads`

```
NSAppTransportSecurity

NSAllowsArbitraryLoads

```

To enable http calls on macOs, you have to add input/output calls capabilities into `info.plist`

```
NSAppTransportSecurity

NSAllowsArbitraryLoads

UIBackgroundModes

audio
fetch

com.apple.security.network.client

```

and in your

`Runner/DebugProfile.entitlements`

add

```
com.apple.security.network.client

```

Complete `Runner/DebugProfile.entitlements`

```

com.apple.security.app-sandbox

com.apple.security.cs.allow-jit

com.apple.security.network.server

com.apple.security.network.client

```

# 🎶 Musics

All musics used in the samples came from https://www.freemusicarchive.org/