[aerogear-dev] Sound issue Cordova iOS and notation

Miguel Lemos miguel21op at gmail.com
Wed Mar 19 13:58:25 EDT 2014


Yes, the sounds can be defined by the app.

> In the iOS case (with Cordova) the only way to make the sound play that I
know is to put the file in the project's root and pointing to it. I tested
and it works. Not that i use it very much, but sometimes it's needed...

> The function you use to play a sound along with the notification is:

if (e.sound) { var media = new Media("/android_asset/www/" + e.sound);
media.play(); }

I didn't manage to make it work. Anyway I think it would be more "normal" a
function like the one I sent. But, as I told before, the vibration and / or
sound play only makes sense when the notification arrives in the
notification area, not before I pressed on it.

Mind for instance a geofenced notification:the user must see it at the
moment it arrives, and not 30 minutes later. In this case the vibration or
sound are very important.


On Wed, Mar 19, 2014 at 5:44 PM, Burr Sutter <bsutter at redhat.com> wrote:

> Are there no "out-of-the-box" sounds for Android?
>
> I thought the iOS sounds were not driven by the indiviual app.
>
>
> On Mar 19, 2014, at 1:40 PM, Sebastien Blanc <scm.blanc at gmail.com> wrote:
>
>
>
>
> On Wed, Mar 19, 2014 at 5:50 PM, Miguel Lemos <miguel21op at gmail.com>
> wrote:
>
>> Hi
>>
>> The sound event when the notification arrives doesn't seem to work (at
>> least on iPhone; Android not tested yet).
>>
>> And yes: the sound plugin is installed and working just fine.
>>
>> Besides, I don't understand quite well the way you build the event.
>> Example given by you for Android:
>>
>> var my_media = new Media("/android_asset/www/" + e.sound);
>>
>> ..What sound? I can have several sounds on a given folder...
>>
> I haven't play too much with sound but e.sound is supposed to contain the
> filename of your sound file (like beep.wav / sirene.wav ...)
>
>>
>> I think a better - and more trivial - approach would be something like
>> this (just an opinion...):
>>
>> if (e.sound) {
>> if (device.platform == "Android") {
>> media = new Media("/android_asset/www/beep.wav");
>> } else if (device.platform == "iOS") {
>> media = new Media("beep.wav"); // root directory
>> }
>> media.play();
>>           }
>>
>>
>> Thanks guys :-)
>>
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>>
>
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