A custom React hook for keeping state in sync with audio. Built on top of the reliable howler.js package.
yarn add react-use-audio-player
npm install react-use-audio-player
You want to add sound to your beautiful new React application; where do you start? From React's perspective, audio is a side effect,
meaning it does not live within nor affect the component lifecycle. This makes keeping your application state in sync with audio a non-trivial task.
react-use-audio-player
handles of that state synchronization for you, so you can focus on more important things!
For the curious-minded developer, this latest version of the package makes use of React's newer useSyncExternalStore
to synchronize the audio and state.
Below is an example of the simplest use case: requesting an audio resource and playing it once it finishes loading:
import { useAudioPlayer } from "react-use-audio-player"
function PlayButton() {
const { togglePlayPause, isPlaying } = useAudioPlayer("/mySong.wav", {
autoplay: true
})
return (
<button onClick={togglePlayPause}>
{isPlaying ? "Pause" : "Play"}
</button>
)
}
useAudioPlayer
returns a new instance of an AudioPlayer.
This hook is particularly suited for basic use cases involving a single, or a small number of components.
The behavior of the hook is scoped to the component in which it is rendered, meaning when that component unmounts,
the associated audio resource is automatically stopped and cleaned up.
Whatever your use case, it will likely require fetching an audio file from your server or from the internet.
In react-use-audio-player, this can be done with the AudioPlayer's load
method.
This function accepts a URL to the audio resource and a set of options which can alter the loading behavior and set initial state for the player.
For specific details on loading audio resources, visit the Loading Audio section.
import { useAudioPlayer } from "react-use-audio-player"
function Example() {
const { load } = useAudioPlayer()
const handleStart = () => {
load("/mySong.mp3", {
initialVolume: 0.75,
autoplay: true,
})
}
return <button onClick={handleStart}>Start</button>
}
useAudioPlayer
optionally accepts the same arguments as the load
function for a more declarative programming style.
This approach is useful when you know the audio resource upfront and want to specify it inline with the hook.
When invoked this way, useAudioPlayer with not return the load
method used in the previous example in order to prevent mixing the two approaches.
Do note, that when changing the URL parameter (maybe using React state), the AudioPlayer will immediately stop the current audio and begin loading the new resource.
This behavior is equivalent to subsequent calls the load
function used when useAudioPlayer is called without any arguments.
import { useAudioPlayer } from "react-use-audio-player"
function Example() {
const { togglePlayPause, isPlaying } = useAudioPlayer("/mySong.mp3", {
autoplay: false,
loop: false
})
return (
<button onClick={togglePlayPause}>
{isPlaying ? "Pause" : "Play"}
</button>
)
}
useAudioPlayerContext
returns a shared instance of an AudioPlayer.
It's designed to provide access to a shared audio resource across multiple components within your application.
This is made possible by wrapping your component tree with the AudioPlayerProvider
component.
When you need to control a single audio source across many components, useAudioPlayerContext
is ideal. It ensures
that all components can share the same audio source, state, and API.
To start using useAudioPlayerContext
, wrap the root of your React component tree (or a specific subtree where shared
audio control is desired) with the AudioPlayerProvider
. Then, any child component within this provider can call
useAudioPlayerContext
to access the shared instance of an AudioPlayer.
// PlayPauseButton.tsx
function PlayPauseButton() {
const { togglePlayPause, isPlaying } = useAudioPlayerContext()
return (
<button onClick={togglePlayPause}>
{isPlaying ? "Pause" : "Play"}
</button>
)
}
// VolumeControl.tsx
function VolumeControl() {
const { setVolume } = useAudioPlayerContext()
return (
<input
type="range"
min={0}
max={1}
step={0.1}
onChange={(e) => setVolume(parseFloat(e.target.value))}
/>
)
}
// App.tsx
function App() {
return (
<AudioPlayerProvider>
<PlayPauseButton />
<VolumeControl />
</AudioPlayerProvider>
)
}
An AudioPlayer is the object returned from both useAudioPlayer
and useAudioPlayerContext.
It contains the current state of the audio, an API for controlling it, as well as an escape hatch for accessing the underlying Howl object for when it is needed.
Use these properties to build a UI that stays in sync with your audio.
- src
string
The src of the current file loaded into the player - isUnloaded
boolean
Indicates whether the audio is in an unloaded state. - isLoading
boolean
Indicates whether the audio is currently loading. - isReady
boolean
Indicates whether the audio is loaded and ready to play. - duration
number
Represents the total duration of the audio in seconds. The value will be 0 until a sound is loaded. - isPlaying
boolean
Indicates whether the audio is currently playing. - isPaused
boolean
Indicates whether the audio is currently paused. - isStopped
boolean
Indicates whether the audio is currently stopped. - volume
number
The volume level of the audio, typically between 0 (muted) and 1 (full volume). - isMuted
boolean
Indicates whether the audio is currently muted. - rate
number
The playback rate of the audio. A value of 1 indicates normal playback speed. - isLooping
boolean
Indicates whether the audio is set to loop after reaching its end. - error
string | null
An error message, if an issue occurred with the audio.
The following methods can be used to manipulate the audio and my trigger a rerender of your component if it causes any of the state above to change.
- load
(...args: LoadParams) => void
Loads a new audio file into the player. For load options and behavior see the Load Params section further up. - unload
() => void
Stops the current audio if it's playing and deletes the resource from internal cache and references - seek
(position: number) => void
Moves the audio playhead to the specified position in seconds. - getPosition
() => number
Returns the current position of the audio playhead in seconds. - play
() => void
Begins or resumes playback of the audio. - pause
() => void
Pauses the audio at its current playhead. - togglePlayPause
() => void
Toggles between playing and pausing the audio. - stop
() => void
Stops the audio and resets the playhead to the beginning (position 0). - setVolume
(volume: number) => void
Sets the volume of the audio. Accepts a float between 0.1 and 1, where 1 is full volume. - mute
() => void
Mutes the audio. - unmute
() => void
Unmutes the audio. - toggleMute
() => void
Toggles between muted and unmuted states. - setRate
(rate: number) => void
Sets the playback rate of the audio. Accepts a float, where 1 is normal speed. - loopOn
() => void
Enables looping of the audio upon completion. - loopOff
() => void
Disables looping; the audio will stop upon completion. - toggleLoop
() => void
Toggles between looping and non-looping behaviors. - fade
(startVol: number, endVol: number, durationMs: number) => void
Fades the audio volume between a starting volume (startVol) and an ending volume (endVol) over the specified duration (durationMs) in milliseconds.
Fetching an audio file can be done by either calling the load
method of the AudioPlayer
or by optionally passing the same arguments to the useAudioPlayer
hook.
Both approaches to loading audio utilize the same parameters:
type LoadParams = [src: string, options?: AudioLoadOptions]
src string
- URL to your audio file.
options AudioLoadOptions
- (all options are ...wait for it... 🥁 optional):
- autoplay
boolean
Defaults tofalse
. Sets if the sound will automatically begin playing after load) - loop
boolean
Defaults tofalse
. sets whether the sound should loop after it finishes playing - format
string
Sets the audio format if the URI does not contain an extension (e.g., 'mp3', 'wav') - html5
boolean
Defaults tofalse
. Forces the use of HTML5 audio instead of the Web Audio API - initialVolume
number
Defaults to1
. Sets the initial volume level once the sound loads (range: 0 to 1.0) - initialMute
boolean
Defaults tofalse
. Sets whether the sound should be muted initially - initialRate
number
Defaults to1
. Sets the initial playback rate once the sound loads - onplay
() => void
callback executed when audio begins playing - onstop
() => void
callback executed when audio is stopped - onpause
() => void
callback executed when audio is paused - onload
() => void
callback executed when audio finishes loading - onend
() => void
callback executed when audio has reached its end
// example loading from useAudioPlayer directly
useAudioPlayer("/mySong.wav", {
initialVolume: 0.5,
loop: true,
autoplay: true,
onend: () => {
alert("the song has ended")
}
})
// example loading using the load method from an AudioPlayer object
const { load } = useAudioPlayerContext() // could be useAudioPlayer as well
load("/mySong.wav", {
initialVolume: 0.5,
loop: true,
autoplay: true,
onend: () => {
alert("the song has ended")
}
})
To see full, realistic examples using the package check out the demos.
At this time, these demos are not hosted anywhere, but you can run them locally in a few easy steps:
git clone
the repocd
into the projectyarn install
from the root to install all dependenciesyarn workspace showcase start
to start the showcase demo
Below are a few snippets to help with some of the trickier use-cases.
The isLoading
, isReady
, or isUnloaded
state properties can be used to present a pending UI to your users.
const { isReady, isLoading, togglePlayPause } = useAudioPlayer("/mySong.wav", {
autoplay: true
})
return isLoading ? (
<LoadingSpinner />
) : (
<PlayButton disabled={!isReady} onClick={togglePlayPause} />
)
Below is an example of how you might write a custom hook that keeps state for the current playhead position of the audio.
function useAudioTime() {
const frameRef = useRef<number>()
const [pos, setPos] = useState(0)
const { getPosition } = useAudioPlayer("/mySong.wav", { autoplay: true })
useEffect(() => {
const animate = () => {
setPos(getPosition())
frameRef.current = requestAnimationFrame(animate)
}
frameRef.current = window.requestAnimationFrame(animate)
return () => {
if (frameRef.current) {
cancelAnimationFrame(frameRef.current)
}
}
}, [getPosition])
return pos
}
To stream or play large audio files, the audio player must be forced to use an HTML5 <audio>
as opposed to the Web Audio API which is Howler's default.
This is mainly because the Web Audio API must download the entirety of the sound it can play anything.
Also, if your sound src string does not contain an extension (like if you are fetching a stream from an API), be sure to set it with the format
option of the #load
function.
More information in this Howler thread
const { load } = useAudioPlayer()
load("https://stream.toohotradio.net/128", {
autoplay: true,
html5: true,
format: "mp3"
})
The goal of this hook was always to provide an idiomatic React way of maintaining state synced to an audio file. To remain focused on that goal, not every Howler API has been supported completely (spatial and sprite features for example).
If you believe this package should support these features please feel free to open a feature request in GitHub with your justification. I am always happy to discuss and collaborate.
For anything that this package does not support, an escape hatch is available via the player
object returned from the hook. The player is the underlying Howl
instance that is being managed by the hook.
Be warned that certain operations performed directly through the Howl
API may cause the state to desynchronize from the audio.
const { player } = useAudioPlayer()
player.once("seek", () => {
console.log("I just seeked!")
})