Thanks a lot for your answer !
I solved my problems :
- I called Media before the plugin was loaded (that’s why it wasn’t defined)
- I didn’t added
/android_asset/www/
before my url on android
So, I wrote an angular service to handle all this problems. If you think it could be usefull for you, here it is :
// for media plugin : http://plugins.cordova.io/#/package/org.apache.cordova.media
.factory('MediaSrv', function($q, $ionicPlatform, $window){
var service = {
loadMedia: loadMedia,
getStatusMessage: getStatusMessage,
getErrorMessage: getErrorMessage
};
function loadMedia(src, onError, onStatus, onStop){
var defer = $q.defer();
$ionicPlatform.ready(function(){
var mediaSuccess = function(){
if(onStop){onStop();}
};
var mediaError = function(err){
_logError(src, err);
if(onError){onError(err);}
};
var mediaStatus = function(status){
if(onStatus){onStatus(status);}
};
if($ionicPlatform.is('android')){src = '/android_asset/www/' + src;}
defer.resolve(new $window.Media(src, mediaSuccess, mediaError, mediaStatus));
});
return defer.promise;
}
function _logError(src, err){
console.error('media error', {
code: err.code,
message: getErrorMessage(err.code)
});
}
function getStatusMessage(status){
if(status === 0){return 'Media.MEDIA_NONE';}
else if(status === 1){return 'Media.MEDIA_STARTING';}
else if(status === 2){return 'Media.MEDIA_RUNNING';}
else if(status === 3){return 'Media.MEDIA_PAUSED';}
else if(status === 4){return 'Media.MEDIA_STOPPED';}
else {return 'Unknown status <'+status+'>';}
}
function getErrorMessage(code){
if(code === 1){return 'MediaError.MEDIA_ERR_ABORTED';}
else if(code === 2){return 'MediaError.MEDIA_ERR_NETWORK';}
else if(code === 3){return 'MediaError.MEDIA_ERR_DECODE';}
else if(code === 4){return 'MediaError.MEDIA_ERR_NONE_SUPPORTED';}
else {return 'Unknown code <'+code+'>';}
}
return service;
})
It can be used like this :
MediaSrv.loadMedia('sounds/mysound.mp3').then(function(media){
media.play();
});
Moreover, I wrote a a fallback for this plugin to emulate it on browser. Feel free to use it :
window.Media = function(src, mediaSuccess, mediaError, mediaStatus){
// src: A URI containing the audio content. (DOMString)
// mediaSuccess: (Optional) The callback that executes after a Media object has completed the current play, record, or stop action. (Function)
// mediaError: (Optional) The callback that executes if an error occurs. (Function)
// mediaStatus: (Optional) The callback that executes to indicate status changes. (Function)
if (typeof Audio !== "function" && typeof Audio !== "object") {
console.warn("HTML5 Audio is not supported in this browser");
}
var sound = new Audio();
sound.src = src;
sound.addEventListener("ended", mediaSuccess, false);
sound.load();
return {
// Returns the current position within an audio file (in seconds).
getCurrentPosition: function(mediaSuccess, mediaError){ mediaSuccess(sound.currentTime); },
// Returns the duration of an audio file (in seconds) or -1.
getDuration: function(){ return isNaN(sound.duration) ? -1 : sound.duration; },
// Start or resume playing an audio file.
play: function(){ sound.play(); },
// Pause playback of an audio file.
pause: function(){ sound.pause(); },
// Releases the underlying operating system's audio resources. Should be called on a ressource when it's no longer needed !
release: function(){},
// Moves the position within the audio file.
seekTo: function(milliseconds){}, // TODO
// Set the volume for audio playback (between 0.0 and 1.0).
setVolume: function(volume){ sound.volume = volume; },
// Start recording an audio file.
startRecord: function(){},
// Stop recording an audio file.
stopRecord: function(){},
// Stop playing an audio file.
stop: function(){ sound.pause(); if(mediaSuccess){mediaSuccess();} } // TODO
};
};
If you see any possible improvments, I will be glad to discuss about