Play music/audio stored in assets files directly from Flutter

assets_audio_player

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

You can also use play audio files from network using their url

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


? Import

dependencies:
  assets_audio_player: ^1.4.7+4

Works with flutter: ">=1.12.13+hotfix.6 <2.0.0", be sure to upgrade your sdk

? Web support

And if you wan web support, enable web then add

dependencies:
  assets_audio_player_web: ^1.4.7+4

You like the package ? buy me a kofi :)

Audio Source Android iOS Web
Asset file (asset path) ✅ ✅ ✅
Network file (url) ✅ ✅ ✅
Local file (path) ✅ ✅ ✅
Network LiveStream (url) ✅ ✅ ✅
Commands Android iOS Web
Play ✅ ✅ ✅
Pause ✅ ✅ ✅
Stop ✅ ✅ ✅
Seek(position) ✅ ✅ ✅
SeekBy(position) ✅ ✅ ✅
Forward(speed) ✅ ✅ ✅
Rewind(speed) ✅ ✅ ✅
Next ✅ ✅ ✅
Prev ✅ ✅ ✅
Feature Android iOS Web
Multiple players ✅ ✅ ✅
Open Playlist ✅ ✅ ✅
system notification ✅ ✅ ?
Respect System silent mode ✅ ✅ ?
Pause on phone call ✅ ✅ ?
Audio Widget ✅ ✅ ✅
Properties Android iOS Web
Loop ✅ ✅ ✅
get/set Volume ✅ ✅ ✅
get/set Play Speed ✅ ✅ ✅
Listeners Android iOS Web
Listener onReady(completeDuration) ✅ ✅ ✅
Listener currentPosition ✅ ✅ ✅
Listener finished ✅ ✅ ✅
Listener buffering ✅ ✅ ✅
Listener volume ✅ ✅ ✅
Listener Play Speed ✅ ✅ ✅

? 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
}

And play songs from file

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

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

on iOS, it will use MPNowPlayingInfoCenter

  1. Add metas inside your audio
final audio = Audio("/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)

⛓ 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(
    assetAudioPaths: [
      "assets/audios/song1.mp3",
      "assets/audios/song2.mp3"
    ]
  )
);

assetsAudioPlayer.next();
assetsAudioPlayer.prev();
assetsAudioPlayer.playAtIndex(1);

Audio Widget

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

//inside a stateful widget

bool _play = false;

@override
Widget build(BuildContext context) {
  return Audio.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) {
          //onReadyToPlay
      },
  );
}

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());  
     }
)

▶ 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");  
     }
)

? 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#getRingerMode()

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 bool isLooping = assetsAudioPlayer.loop; //true / false

assetsAudioPlayer.loop = true; //set loop as true

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

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

Network Policies (android/iOS)

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>

GitHub

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