一樣的是由於小程序官方不維護audio
組件了javascript
讓咱們開始吧🛠css
DOM
結構<view class="custom-audio"> <image v-if="audioSrc !== undefined && audioSrc !== null && audioSrc !== ''" @click="playOrStopAudio" :src="audioImg" class="audio-btn" /> <text v-else @click="tips" class="audio-btn">無音源</text> <text>{{ fmtSecond(currentTime) }}/{{ fmtSecond(duration) }}</text> </view>
props: { audioSrc: { type: String, default: '' }, },
CustomAudio
組件的初始化相關的操做,並給innerAudioContext
的回調添加一些行爲(以前Taro那篇咱們踩過的坑這裏就直接上代碼了)import { formatSecondToHHmmss, afterAudioPlay, beforeAudioRecordOrPlay } from '../../lib/Utils' const iconPaused = '../../static/images/icon_paused.png' const iconPlaying = '../../static/images/icon_playing.png' const iconStop = '../../static/images/icon_stop.png' const iconLoading = '../../static/images/icon_loading.gif' // ... data() { return { audioCtx: null, // 音頻上下文 duration: 0, // 音頻總時長 currentTime: 0, // 音頻當前播放的時長 audioImg: iconLoading, // 默認狀態爲加載中 } }, watch: { audioSrc: { handler(newSrc, oldSrc) { console.log('watch', newSrc, oldSrc) this.audioImg = iconLoading this.currentTime = 0 this.duration = 0 if (this.audioCtx === undefined) { this.audioCtx = uni.createInnerAudioContext() this.onTimeUpdate = this.audioCtx.onTimeUpdate this.bindAuidoCallback(this.audioCtx) } else { this.audioCtx.src = newSrc } if (this.audioCtx.play) { this.audioCtx.stop() getApp().globalData.audioPlaying = false } } } }, mounted() { this.audioCtx = uni.createInnerAudioContext() this.audioCtx.src = this.audioSrc this.audioCtx.startTime = 0 this.bindAuidoCallback(this.audioCtx) }, methods: { bindAuidoCallback(ctx) { ctx.onTimeUpdate((e) => { this.onTimeUpdate(e) }) ctx.onCanplay((e) => { this.onCanplay(e) }) ctx.onWaiting((e) => { this.onWaiting(e) }) ctx.onPlay((e) => { this.onPlay(e) }) ctx.onPause((e) => { this.onPause(e) }) ctx.onEnded((e) => { this.onEnded(e) }) ctx.onError((e) => { this.onError(e) }) }, tips(){ uni.showToast({ title: '無效音源,請先錄音', icon: 'none' }) }, playOrStopAudio() { if (this.audioCtx === null) { this.audioCtx = uni.createInnerAudioContext() this.audioCtx.src = this.audioSrc this.bindAuidoCallback(this.audioCtx) } if (this.audioCtx.paused) { if (beforeAudioRecordOrPlay('play')) { this.audioCtx.play() this.audioImg = iconPlaying } } else { this.audioCtx.pause() afterAudioPlay() this.audioImg = iconPaused } }, onTimeUpdate(e) { console.log('onTimeUpdate', this.audioCtx.duration, this.audioCtx.currentTime) if (this.audioCtx.currentTime > 0 && this.audioCtx.currentTime <= 1) { this.currentTime = 1 } else if (this.currentTime !== Math.floor(this.audioCtx.currentTime)) { this.currentTime = Math.floor(this.audioCtx.currentTime) } const duration = Math.floor(this.audioCtx.duration) if (this.duration !== duration) { this.duration = duration } }, onCanplay(e) { if (this.audioImg === iconLoading) { this.audioImg = iconPaused } console.log('onCanplay', e) }, onWaiting(e) { if (this.audioImg !== iconLoading) { this.audioImg = iconLoading } }, onPlay(e) { console.log('onPlay', e, this.audioCtx.duration) this.audioImg = iconPlaying if (this.audioCtx.duration > 0 && this.audioCtx.duration <= 1) { this.duration = 1 } else { this.duration = Math.floor(this.audioCtx.duration) } }, onPause(e) { console.log('onPause', e) this.audioImg = iconPaused }, onEnded(e) { console.log('onEnded', e) if (this.audioImg !== iconPaused) { this.audioImg = iconPaused } afterAudioPlay() }, onError(e) { uni.showToast({ title: '音頻加載失敗', icon: 'none' }) throw new Error(e.errMsg, e.errCode) }, fmtSecond(sec) { const { min, second } = formatSecondToHHmmss(sec) return `${min}:${second}` } },
scss
文件<style lang="scss" scoped> .custom-audio { border-radius: 8vw; border: #CCC 1px solid; background: #F3F6FC; color: #333; display: flex; flex-flow: row nowrap; align-items: center; justify-content: space-between; padding: 2vw; font-size: 14px; .audio-btn { width: 10vw; height: 10vw; white-space: nowrap; display: flex; align-items: center; justify-content: center; } } </style>
各位有遇到什麼問題或有什麼建議的能夠跟我討論喲~html