I am building a project can play audios with just_audio.
I have a list of audios put in AudioSource and I need to create a control dash (a play button and a progress bar) for each of audio in the list, instead of using a common for the playlist as usual.
But I have no idea how to get duration/duration stream of each audio in the list and every time I click the play button of a specific audio, only that audio will be played?
enter image description here
In the picture, I can only get duration of current state, using player.durationStream, and when I click the play button, only current audio of sequenceState be played.
Please help, tkx a lot!!!
This feature isn't yet supported, but there is an open feature request for it:
https://github.com/ryanheise/just_audio/issues/141
However, this may not be what you actually want. Be aware that querying the duration directly from the media file can be inefficient in some cases, and so if you actually know the duration in advance, it may be better for the app to maintain its own local database of metadata which includes the durations:
If the audio is coming from a podcast, note that the podcast feed should report a medium-fidelity duration for each item in the XML file, measured in seconds(*).
If the audio was recorded by your app, you could save the duration metadata into your database at the same time the recording is made.
If the audio is on the device, you can query it using flutter_audio_query.
If the audio is an asset packaged with the app, then the durations are known by implication and can also be packaged with the app (i.e. hard coded).
(*) If the podcast feed omitted the duration field, you can still query it by extracting just enough of the audio file to read its duration and then disposing of the temporary player:
final disposablePlayer = Player();
final duration = await disposablePlayer.setAudioSource(...);
disposablePlayer.dispose();
Related
I am using the camera package to record video in my app, via the
CameraController.startVideoRecording() method.
I would like to display the increasing value for the length of the video while recording.
My initial thought was to create a timer. But, I wonder if there is a better solution that is more integrated with the video recording itself, such a a callback/event that I can listen to for the current length of the video or some property related to the video that I can interrogate?
Any suggestions/recommendations or examples are appreciated.
Thanks
hello i am new to flutter
i am trying to play audio files from url or network but which to use because
i searched google it showed many but which one to use.
if possible can show an example on how to create like below image
i want to create an audio player like this
kindly help...
Thanks in Advance!!!
An answer that shows how to do everything in your screenshot would probably not fit in a StackOverflow answer (audio code, UI code, and how to extract audio wave data) but I will give you some hopefully useful pointers.
Using the just_audio plugin you can load audio from these kinds of URLs:
https://example.com/track.mp3 (any web URL)
file:///path/to/file.mp3 (any file URL with permissions)
asset:///path/to/asset.mp3 (any Flutter asset)
You will probably want a playlist, and here is how to define one:
final playlist = ConcatenatingAudioSource(children: [
AudioSource.uri(Uri.parse('https://example.com/track1.mp3')),
AudioSource.uri(Uri.parse('https://example.com/track2.mp3')),
AudioSource.uri(Uri.parse('https://example.com/track3.mp3')),
AudioSource.uri(Uri.parse('https://example.com/track4.mp3')),
AudioSource.uri(Uri.parse('https://example.com/track5.mp3')),
]);
Now to play that, you create a player:
final player = AudioPlayer();
Set the playlist:
await player.setAudioSource(playlist);
And then as the user clicks on things, you can perform these operations:
player.play();
player.pause();
player.seekToNext();
player.seekToPrevious();
player.seek(Duration(milliseconds: 48512), index: 3);
player.dispose(); // to release resources once finished
For the screen layout, note that just_audio includes an example which looks like this, and since there are many similarities to your own proposed layout, you may get some ideas by looking at its code:
Finally, for the audio wave display, there is another package called audio_wave. You can use it to display an audio wave, but the problem is that there is no plugin that I'm aware of that provides you access to the waveform data. If you really want a waveform, you could possibly use a fake waveform (if it's just meant to visually indicate position progress), otherwise either you or someone will need to write a plugin to decode an audio file into a list of samples.
In unity engine I want record audio from microphone with pause/resume ability; I want to have all of recorded audio in one AudioClip at final; and I don't know how many time it will pause and play (it's depend to user, not me) (also length of it) what can I do ?
Don't have ready made solution, but the way you should start is to use Microphone class and use its Start and End function to record audio. This returns an audio clip which can be save to a numbered file (e.g., audio_datetime_00001,audio_datetime_00002,...). Once user Play/Pause/Stop you can create a new audio file. Later you can merge them using NAudio (try Mark Heath's solution).
Happy coding!!!
I am looking to record and save a music/song file with one or more audio track(s) let's say a max of two tracks playing simultaneously while recording my vocals via the headset or the microphone. The finished product will be a single song file(mp3 or other format).
Also, the code should have the ability to filter out outside noise/interferance and add basic effects.
Appreciate any and all Xcode help!
I have done same thing using AVAudioSessionCategoryPlayAndRecord.
in my code, played karaoke file in MPMoviePlayer and at same time takes input from mic.
output is audio from MPMoviePlayer and it will be used as input also + input from mic.
i started to save this input in caf file, and upon finish product should be single file.
I am getting a list of songs and its corresponding images from a url.The url is a json url. When i click the list a corresponding song is played. I have used AVFoundation Framework to play the song. Now the issue is that i need to play the next song after the playing of first song is completed. The corresponding images also must load. If i click the next or previous button the corresponding songs must be played. What is the best possible mechanism to attain it???
I have read about the Audio Queues and Audio Units but not sure how to use them. I'll be really helpful if i am provided with some sample code of how to do it.
The easiest thing is to just place an If statement in audioPlayerDidFinishPlaying which is what is called after each sound is played (if playing them with an AVAudioPlayer).
You can also use that to update whatever images you need to as well based on the name.