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Download this source code for
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Download this source code for
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Download this source code for
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�� assets_audio_player ��

pub package

Awesome Flutter

Codemagic build status
CodeFactor

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

flutter:
  assets:
    - assets/audios/

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

sample1
sample1

�� Import

dependencies:
  assets_audio_player: ^3.0.6

or

assets_audio_player:
git:
url: florent37/Flutter-AssetsAudioPlayer.git
ref: master

ref can be latest commit id.

Works with flutter: ">=1.12.13+hotfix.6 <2.0.0", 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

flutter:
  assets:
    - assets/audios/

��️ Getting Started

final assetsAudioPlayer = AssetsAudioPlayer();

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

You can also play network songs from url

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

final assetsAudioPlayer = AssetsAudioPlayer();

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

And play songs from file

//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

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

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

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

Notifications

notification

notification

on iOS, it will use MPNowPlayingInfoCenter

  1. Add metas inside your audio

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
          ),
   );
  1. open with showNotification: true
_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 !!!!

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 version="1.0" encoding="utf-8"?>
<resources xmlns:tools="http://schemas.android.com/tools"
tools:keep="@drawable/ic_next_custom, @drawable/ic_prev_custom, @drawable/ic_pause_custom, @drawable/ic_play_custom, @drawable/ic_stop_custom"/>

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)

<meta-data
     android:name="assets.audio.player.notification.icon"
     android:resource="@drawable/ic_music_custom"/>

You can also change actions icons

<meta-data
    android:name="assets.audio.player.notification.icon.play"
    android:resource="@drawable/ic_play_custom"/>
<meta-data
    android:name="assets.audio.player.notification.icon.pause"
    android:resource="@drawable/ic_pause_custom"/>
<meta-data
    android:name="assets.audio.player.notification.icon.stop"
    android:resource="@drawable/ic_stop_custom"/>
<meta-data
    android:name="assets.audio.player.notification.icon.next"
    android:resource="@drawable/ic_next_custom"/>
<meta-data
    android:name="assets.audio.player.notification.icon.prev"
    android:resource="@drawable/ic_prev_custom"/>

Handle notification click (android)

Add in main

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

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

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

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

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

<uses-permission android:name="android.permission.BLUETOOTH" />

⛓ 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 !

///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

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

��️ Playlist

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

//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

//The current playing audio, filled with the total song duration
assetsAudioPlayer.current //ValueObservable<PlayingAudio>

//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

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

⏳ Current position (in seconds)

assetsAudioPlayer.currentPosition //ValueObservable<Duration>

//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 !

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

or Player Builder Extension

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

▶ IsPlaying

boolean observable representing the current mediaplayer playing state

assetsAudioPlayer.isPlaying // ValueObservable<bool>

//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 !

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

or Player Builder Extension

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

�� Volume

Change the volume (between 0.0 & 1.0)

assetsAudioPlayer.setVolume(0.5);

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

_player.open(PLAYABLE, respectSilentMode: true);

https://developer.android.com/reference/android/media/AudioManager.html?hl=fr

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

Listen the volume

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

or use a PlayerBuilder !

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

assetsAudioPlayer.playlistAudioFinished //ValueObservable<Playing>

assetsAudioPlayer.playlistAudioFinished.listen((Playing playing){

})

Called when the complete playlist has finished to play

assetsAudioPlayer.playlistFinished //ValueObservable<bool>

assetsAudioPlayer.playlistFinished.listen((finished){

})

�� Looping

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

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

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

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

Open another audio

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

Try to open again on same position

_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

<?xml version="1.0" encoding="utf-8"?>
<manifest ...>
    <uses-permission android:name="android.permission.INTERNET" />
    <application
        ...
        android:usesCleartextTraffic="true"
        ...>
        ...
    </application>
</manifest>

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

<key>NSAppTransportSecurity</key>
<dict>
    <key>NSAllowsArbitraryLoads</key>
    <true/>
</dict>

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

<key>NSAppTransportSecurity</key>
<dict>
    <key>NSAllowsArbitraryLoads</key>
    <true/>
</dict>
<key>UIBackgroundModes</key>
<array>
    <string>audio</string>
    <string>fetch</string>
</array>
<key>com.apple.security.network.client</key>
<true/>

and in your

Runner/DebugProfile.entitlements

add

<key>com.apple.security.network.client</key>
<true/>

Complete Runner/DebugProfile.entitlements

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
	<key>com.apple.security.app-sandbox</key>
	<true/>
	<key>com.apple.security.cs.allow-jit</key>
	<true/>
	<key>com.apple.security.network.server</key>
	<true/>
	<key>com.apple.security.network.client</key>
	<true/>
</dict>
</plist>

�� Musics

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


Download this source code for
5 USD


Download this source code for
5 USD


Download this source code for
5 USD


Download this source code for
5 USD

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