phonograph

Play audio files without the dreaded 'DOMException: play() can only be initiated by a user gesture' error.

Usage no npm install needed!

<script type="module">
  import phonograph from 'https://cdn.skypack.dev/phonograph';
</script>

README

phonograph

πŸ”Š Stream large audio files without the dreaded 'DOMException: play() can only be initiated by a user gesture' error.

Read Phonograph.js: Tolerable mobile web audio for more background.

The problem

You want to play some audio in your web app, but you don't want to use an <audio> element because mobile browser makers – in their infinite wisdom – have decided that playback must be initiated by a 'user gesture'.

You've read about the Web Audio API, in particular the AudioBuffer,Β which seems like it might be useful except for the bit that says it's 'designed to hold small audio snippets, typically less than 45s'. And they're not kidding about that – not only do you have to fetch the entire file before you can play it, but you have to have enough spare RAM to store the uncompressed PCM data (aka .wav – typically ten times the size of the source .mp3) otherwise the browser will crash instantly.

The solution

By breaking up the data into small chunks, we can use decodeAudioData to create a few seconds of PCM data at a time, making it very unlikely that we'll crash the browser. We can then play a short chunk, swapping it out for the next chunk (with a bit of overlap to avoid audible glitches) when ready.

By using the fetch() API, we can stream the data rather than waiting for the whole file to load. That's so fetch!

(Note: in Safari and Edge, it falls back to regular old XHR – no streaming, but we still get chunking. Similarly with Firefox, which implements fetch() but not the streaming part. Hopefully those browsers will catch up soon.)

Installation

npm i phonograph

...or download from npmcdn.com/phonograph.

Usage

import { Clip } from 'phonograph';

const clip = new Clip({ url: 'some-file.mp3' });

clip.buffer().then(() => {
  clip.play();
});

API

import { Clip, getContext } from 'phonograph';

context = getContext();
// returns the AudioContext shared by all clips. Saves you having
// to create your own.


/* ------------------------ */
/*       INSTANTIATION      */
/* ------------------------ */

clip = new Clip({
  url: 'some-file.mp3', // Required
  volume: 0.5           // Optional (default 1)
});


/* ------------------------ */
/*          METHODS         */
/* ------------------------ */

promise = clip.buffer(complete).then(...);
// Returns a Promise that resolves on 'canplaythrough' event (see
// below) or (if `complete === true`) on 'load' event. The `complete`
// parameter is optional and defaults to `false`

clone = clip.clone();
// Returns a lightweight clone of the original clip, which can
// be played independently but shares audio data with the original.

clip.connect(destination, output, input);
// Connects to a specific AudioNode. All clips are initially
// connected to the default AudioContext's `destination` –
// if you connect to another node then it will disconnect
// from the default. `output` and `input` are optional. See
// https://developer.mozilla.org/en-US/docs/Web/API/AudioNode/connect(AudioNode)

clip.disconnect(destination, output, input);
// Disconnects from the `destination` (if specified). All
// parameters are optional – see
// https://developer.mozilla.org/en-US/docs/Web/API/AudioNode/disconnect

listener = clip.on(eventName, callback);
// Listen for an event (see below)

listener.cancel();
// Equivalent to `clip.off( eventName, callback )`

clip.off(eventName, callback);
// Stop listening for the specified event

listener = clip.once(eventName, callback);
// Listen for an event, but stop listening once it's happened

clip.play();
// Starts playing the clip. Returns a promise that resolves
// once the clip has finished playing (for a looping clip,
// this is never!) or rejects on clip.dispose() or if
// there's a load/playback error

clip.pause();
// Stops playing the clip

clip.dispose();
// Unloads the clip, freeing up memory


/* ------------------------ */
/*        PROPERTIES        */
/* ------------------------ */

clip.buffered;
// How many bytes have been buffered

clip.canplaythrough;
// Whether or not Phonograph estimates that the clip can be played
// all the way through (i.e. all the data will download before the
// end is reached)

clip.currentTime;
// The position of the 'playhead', in seconds

clip.duration;
// Duration of the audio, in seconds. Returns `null` if the
// clip has not yet loaded. Read-only

clip.ended;
// Whether or not the clip has ended following the most recent play()

clip.length;
// The size of the clip in bytes

clip.loaded;
// Whether the clip has finished fetching data

clip.loop;
// If `true`, the clip will restart once it finishes

clip.volume;
// Volume between 0 (silent) and 1 (max)


/* ------------------------ */
/*          EVENTS          */
/* ------------------------ */

clip.on('loadprogress', (progress, length, total) => {
  // Fires when data is fetched. `progress` is a value
  // between 0 and 1, equal to `length / total` (both
  // measured in bytes)
  progressBar.value = value;
  const percent = progress * 100;
  status.textContent = `${percent.toFixed(1)}% loaded`;
});

clip.on('canplaythrough', () => {
  // Phonograph estimates (based on clip size and bandwidth)
  // that it will be able to play the clip through without
  // stopping. YMMV!
  clip.play();
});

clip.on('load', () => {
  // All the audio data has been loaded
  clip.play();
});

clip.on('play', () => {
  button.textContent = 'pause';
});

clip.on('progress', () => {
  playhead.style.transform = `translate(${clip.currentTime/clip.duration}%,0)`;
});

clip.on('pause', () => {
  button.textContent = 'play';
});

clip.on('ended', () => {
  alert( 'that\'s all, folks!' );
});

clip.on('loaderror', err => {
  alert( 'Clip failed to load' );
});

clip.on('playbackerror', err => {
  alert( 'Something went wrong during playback' );
});

Caveats and limitations

  • No automated tests. I have no idea how you would test something like this.
  • Firefox doesn't want to decode mp3 files. May have to fall back to <audio> and MediaElementSourceNode in FF.

License

MIT