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Posted to commits@cordova.apache.org by st...@apache.org on 2015/03/14 03:32:09 UTC

cordova-plugin-media git commit: CB-8653 Updated Readme

Repository: cordova-plugin-media
Updated Branches:
  refs/heads/master f6c3d1f7f -> 478ac90d5


CB-8653 Updated Readme


Project: http://git-wip-us.apache.org/repos/asf/cordova-plugin-media/repo
Commit: http://git-wip-us.apache.org/repos/asf/cordova-plugin-media/commit/478ac90d
Tree: http://git-wip-us.apache.org/repos/asf/cordova-plugin-media/tree/478ac90d
Diff: http://git-wip-us.apache.org/repos/asf/cordova-plugin-media/diff/478ac90d

Branch: refs/heads/master
Commit: 478ac90d5d6978fc0ea0cc89d5b0e17eae5cd403
Parents: f6c3d1f
Author: Steve Gill <st...@gmail.com>
Authored: Fri Mar 13 19:32:02 2015 -0700
Committer: Steve Gill <st...@gmail.com>
Committed: Fri Mar 13 19:32:02 2015 -0700

----------------------------------------------------------------------
 README.md    | 490 +++++++++++++++++++++++++++++++++++++++++++++++++++-
 doc/index.md | 508 ------------------------------------------------------
 2 files changed, 488 insertions(+), 510 deletions(-)
----------------------------------------------------------------------


http://git-wip-us.apache.org/repos/asf/cordova-plugin-media/blob/478ac90d/README.md
----------------------------------------------------------------------
diff --git a/README.md b/README.md
index ddd8f8d..72c79f8 100644
--- a/README.md
+++ b/README.md
@@ -17,8 +17,494 @@
          under the License.
 -->
 
-# org.apache.cordova.media
+# cordova-plugin-media
 
 [![Build Status](https://travis-ci.org/apache/cordova-plugin-media.svg)](https://travis-ci.org/apache/cordova-plugin-media)
 
-Plugin documentation: [doc/index.md](doc/index.md)
+This plugin provides the ability to record and play back audio files on a device.
+
+__NOTE__: The current implementation does not adhere to a W3C
+specification for media capture, and is provided for convenience only.
+A future implementation will adhere to the latest W3C specification
+and may deprecate the current APIs.
+
+This plugin defines a global `Media` Constructor.
+
+Although in the global scope, it is not available until after the `deviceready` event.
+
+    document.addEventListener("deviceready", onDeviceReady, false);
+    function onDeviceReady() {
+        console.log(Media);
+    }
+
+## Installation
+
+    cordova plugin add cordova-plugin-media
+
+## Supported Platforms
+
+- Android
+- BlackBerry 10
+- iOS
+- Windows Phone 7 and 8
+- Tizen
+- Windows
+
+## Windows Phone Quirks
+
+- Only one media file can be played back at a time.
+
+- There are strict restrictions on how your application interacts with other media. See the [Microsoft documentation for details][url].
+
+[url]: http://msdn.microsoft.com/en-us/library/windowsphone/develop/hh184838(v=vs.92).aspx
+
+## Media
+
+    var media = new Media(src, mediaSuccess, [mediaError], [mediaStatus]);
+
+### Parameters
+
+- __src__: A URI containing the audio content. _(DOMString)_
+
+- __mediaSuccess__: (Optional) The callback that executes after a `Media` object has completed the current play, record, or stop action. _(Function)_
+
+- __mediaError__: (Optional) The callback that executes if an error occurs. _(Function)_
+
+- __mediaStatus__: (Optional) The callback that executes to indicate status changes. _(Function)_
+
+### Constants
+
+The following constants are reported as the only parameter to the
+`mediaStatus` callback:
+
+- `Media.MEDIA_NONE`     = 0;
+- `Media.MEDIA_STARTING` = 1;
+- `Media.MEDIA_RUNNING`  = 2;
+- `Media.MEDIA_PAUSED`   = 3;
+- `Media.MEDIA_STOPPED`  = 4;
+
+### Methods
+
+- `media.getCurrentPosition`: Returns the current position within an audio file.
+
+- `media.getDuration`: Returns the duration of an audio file.
+
+- `media.play`: Start or resume playing an audio file.
+
+- `media.pause`: Pause playback of an audio file.
+
+- `media.release`: Releases the underlying operating system's audio resources.
+
+- `media.seekTo`: Moves the position within the audio file.
+
+- `media.setVolume`: Set the volume for audio playback.
+
+- `media.startRecord`: Start recording an audio file.
+
+- `media.stopRecord`: Stop recording an audio file.
+
+- `media.stop`: Stop playing an audio file.
+
+### Additional ReadOnly Parameters
+
+- __position__: The position within the audio playback, in seconds.
+    - Not automatically updated during play; call `getCurrentPosition` to update.
+
+- __duration__: The duration of the media, in seconds.
+
+
+## media.getCurrentPosition
+
+Returns the current position within an audio file.  Also updates the `Media` object's `position` parameter.
+
+    media.getCurrentPosition(mediaSuccess, [mediaError]);
+
+### Parameters
+
+- __mediaSuccess__: The callback that is passed the current position in seconds.
+
+- __mediaError__: (Optional) The callback to execute if an error occurs.
+
+### Quick Example
+
+    // Audio player
+    //
+    var my_media = new Media(src, onSuccess, onError);
+
+    // Update media position every second
+    var mediaTimer = setInterval(function () {
+        // get media position
+        my_media.getCurrentPosition(
+            // success callback
+            function (position) {
+                if (position > -1) {
+                    console.log((position) + " sec");
+                }
+            },
+            // error callback
+            function (e) {
+                console.log("Error getting pos=" + e);
+            }
+        );
+    }, 1000);
+
+
+## media.getDuration
+
+Returns the duration of an audio file in seconds. If the duration is unknown, it returns a value of -1.
+
+
+    media.getDuration();
+
+### Quick Example
+
+    // Audio player
+    //
+    var my_media = new Media(src, onSuccess, onError);
+
+    // Get duration
+    var counter = 0;
+    var timerDur = setInterval(function() {
+        counter = counter + 100;
+        if (counter > 2000) {
+            clearInterval(timerDur);
+        }
+        var dur = my_media.getDuration();
+        if (dur > 0) {
+            clearInterval(timerDur);
+            document.getElementById('audio_duration').innerHTML = (dur) + " sec";
+        }
+    }, 100);
+
+
+## media.pause
+
+Pauses playing an audio file.
+
+    media.pause();
+
+
+### Quick Example
+
+    // Play audio
+    //
+    function playAudio(url) {
+        // Play the audio file at url
+        var my_media = new Media(url,
+            // success callback
+            function () { console.log("playAudio():Audio Success"); },
+            // error callback
+            function (err) { console.log("playAudio():Audio Error: " + err); }
+        );
+
+        // Play audio
+        my_media.play();
+
+        // Pause after 10 seconds
+        setTimeout(function () {
+            media.pause();
+        }, 10000);
+    }
+
+
+## media.play
+
+Starts or resumes playing an audio file.
+
+    media.play();
+
+
+### Quick Example
+
+    // Play audio
+    //
+    function playAudio(url) {
+        // Play the audio file at url
+        var my_media = new Media(url,
+            // success callback
+            function () {
+                console.log("playAudio():Audio Success");
+            },
+            // error callback
+            function (err) {
+                console.log("playAudio():Audio Error: " + err);
+            }
+        );
+        // Play audio
+        my_media.play();
+    }
+
+
+### iOS Quirks
+
+- __numberOfLoops__: Pass this option to the `play` method to specify
+  the number of times you want the media file to play, e.g.:
+
+        var myMedia = new Media("http://audio.ibeat.org/content/p1rj1s/p1rj1s_-_rockGuitar.mp3")
+        myMedia.play({ numberOfLoops: 2 })
+
+- __playAudioWhenScreenIsLocked__: Pass in this option to the `play`
+  method to specify whether you want to allow playback when the screen
+  is locked.  If set to `true` (the default value), the state of the
+  hardware mute button is ignored, e.g.:
+
+        var myMedia = new Media("http://audio.ibeat.org/content/p1rj1s/p1rj1s_-_rockGuitar.mp3")
+        myMedia.play({ playAudioWhenScreenIsLocked : false })
+
+- __order of file search__: When only a file name or simple path is
+  provided, iOS searches in the `www` directory for the file, then in
+  the application's `documents/tmp` directory:
+
+        var myMedia = new Media("audio/beer.mp3")
+        myMedia.play()  // first looks for file in www/audio/beer.mp3 then in <application>/documents/tmp/audio/beer.mp3
+
+## media.release
+
+Releases the underlying operating system's audio resources.
+This is particularly important for Android, since there are a finite amount of
+OpenCore instances for media playback. Applications should call the `release`
+function for any `Media` resource that is no longer needed.
+
+    media.release();
+
+
+### Quick Example
+
+    // Audio player
+    //
+    var my_media = new Media(src, onSuccess, onError);
+
+    my_media.play();
+    my_media.stop();
+    my_media.release();
+
+
+## media.seekTo
+
+Sets the current position within an audio file.
+
+    media.seekTo(milliseconds);
+
+### Parameters
+
+- __milliseconds__: The position to set the playback position within the audio, in milliseconds.
+
+
+### Quick Example
+
+    // Audio player
+    //
+    var my_media = new Media(src, onSuccess, onError);
+        my_media.play();
+    // SeekTo to 10 seconds after 5 seconds
+    setTimeout(function() {
+        my_media.seekTo(10000);
+    }, 5000);
+
+
+### BlackBerry 10 Quirks
+
+- Not supported on BlackBerry OS 5 devices.
+
+## media.setVolume
+
+Set the volume for an audio file.
+
+    media.setVolume(volume);
+
+### Parameters
+
+- __volume__: The volume to set for playback.  The value must be within the range of 0.0 to 1.0.
+
+### Supported Platforms
+
+- Android
+- iOS
+
+### Quick Example
+
+    // Play audio
+    //
+    function playAudio(url) {
+        // Play the audio file at url
+        var my_media = new Media(url,
+            // success callback
+            function() {
+                console.log("playAudio():Audio Success");
+            },
+            // error callback
+            function(err) {
+                console.log("playAudio():Audio Error: "+err);
+        });
+
+        // Play audio
+        my_media.play();
+
+        // Mute volume after 2 seconds
+        setTimeout(function() {
+            my_media.setVolume('0.0');
+        }, 2000);
+
+        // Set volume to 1.0 after 5 seconds
+        setTimeout(function() {
+            my_media.setVolume('1.0');
+        }, 5000);
+    }
+
+
+## media.startRecord
+
+Starts recording an audio file.
+
+    media.startRecord();
+
+### Supported Platforms
+
+- Android
+- iOS
+- Windows Phone 7 and 8
+- Windows
+
+### Quick Example
+
+    // Record audio
+    //
+    function recordAudio() {
+        var src = "myrecording.mp3";
+        var mediaRec = new Media(src,
+            // success callback
+            function() {
+                console.log("recordAudio():Audio Success");
+            },
+
+            // error callback
+            function(err) {
+                console.log("recordAudio():Audio Error: "+ err.code);
+            });
+
+        // Record audio
+        mediaRec.startRecord();
+    }
+
+
+### Android Quirks
+
+- Android devices record audio in Adaptive Multi-Rate format. The specified file should end with a _.amr_ extension.
+- The hardware volume controls are wired up to the media volume while any Media objects are alive. Once the last created Media object has `release()` called on it, the volume controls revert to their default behaviour. The controls are also reset on page navigation, as this releases all Media objects.
+
+### iOS Quirks
+
+- iOS only records to files of type _.wav_ and returns an error if the file name extension is not correct.
+
+- If a full path is not provided, the recording is placed in the application's `documents/tmp` directory. This can be accessed via the `File` API using `LocalFileSystem.TEMPORARY`. Any subdirectory specified at record time must already exist.
+
+- Files can be recorded and played back using the documents URI:
+
+        var myMedia = new Media("documents://beer.mp3")
+
+### Windows Quirks
+
+- If a full path is not provided, the recording is placed in the AppData/temp directory. This can be accessed via the `File` API using `LocalFileSystem.TEMPORARY` or 'ms-appdata:///temp/<filename>' URI.
+
+- Any subdirectory specified at record time must already exist.
+
+### Tizen Quirks
+
+- Not supported on Tizen devices.
+
+## media.stop
+
+Stops playing an audio file.
+
+    media.stop();
+
+### Quick Example
+
+    // Play audio
+    //
+    function playAudio(url) {
+        // Play the audio file at url
+        var my_media = new Media(url,
+            // success callback
+            function() {
+                console.log("playAudio():Audio Success");
+            },
+            // error callback
+            function(err) {
+                console.log("playAudio():Audio Error: "+err);
+            }
+        );
+
+        // Play audio
+        my_media.play();
+
+        // Pause after 10 seconds
+        setTimeout(function() {
+            my_media.stop();
+        }, 10000);
+    }
+
+
+## media.stopRecord
+
+Stops recording an audio file.
+
+    media.stopRecord();
+
+### Supported Platforms
+
+- Android
+- iOS
+- Windows Phone 7 and 8
+- Windows
+
+### Quick Example
+
+    // Record audio
+    //
+    function recordAudio() {
+        var src = "myrecording.mp3";
+        var mediaRec = new Media(src,
+            // success callback
+            function() {
+                console.log("recordAudio():Audio Success");
+            },
+
+            // error callback
+            function(err) {
+                console.log("recordAudio():Audio Error: "+ err.code);
+            }
+        );
+
+        // Record audio
+        mediaRec.startRecord();
+
+        // Stop recording after 10 seconds
+        setTimeout(function() {
+            mediaRec.stopRecord();
+        }, 10000);
+    }
+
+
+### Tizen Quirks
+
+- Not supported on Tizen devices.
+
+## MediaError
+
+A `MediaError` object is returned to the `mediaError` callback
+function when an error occurs.
+
+### Properties
+
+- __code__: One of the predefined error codes listed below.
+
+- __message__: An error message describing the details of the error.
+
+### Constants
+
+- `MediaError.MEDIA_ERR_ABORTED`        = 1
+- `MediaError.MEDIA_ERR_NETWORK`        = 2
+- `MediaError.MEDIA_ERR_DECODE`         = 3
+- `MediaError.MEDIA_ERR_NONE_SUPPORTED` = 4
+

http://git-wip-us.apache.org/repos/asf/cordova-plugin-media/blob/478ac90d/doc/index.md
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diff --git a/doc/index.md b/doc/index.md
deleted file mode 100644
index 03edc0a..0000000
--- a/doc/index.md
+++ /dev/null
@@ -1,508 +0,0 @@
-<!---
-    Licensed to the Apache Software Foundation (ASF) under one
-    or more contributor license agreements.  See the NOTICE file
-    distributed with this work for additional information
-    regarding copyright ownership.  The ASF licenses this file
-    to you under the Apache License, Version 2.0 (the
-    "License"); you may not use this file except in compliance
-    with the License.  You may obtain a copy of the License at
-
-      http://www.apache.org/licenses/LICENSE-2.0
-
-    Unless required by applicable law or agreed to in writing,
-    software distributed under the License is distributed on an
-    "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
-    KIND, either express or implied.  See the License for the
-    specific language governing permissions and limitations
-    under the License.
--->
-
-# org.apache.cordova.media
-
-This plugin provides the ability to record and play back audio files on a device.
-
-__NOTE__: The current implementation does not adhere to a W3C
-specification for media capture, and is provided for convenience only.
-A future implementation will adhere to the latest W3C specification
-and may deprecate the current APIs.
-
-This plugin defines a global `Media` Constructor.
-
-Although in the global scope, it is not available until after the `deviceready` event.
-
-    document.addEventListener("deviceready", onDeviceReady, false);
-    function onDeviceReady() {
-        console.log(Media);
-    }
-
-## Installation
-
-    cordova plugin add org.apache.cordova.media
-
-## Supported Platforms
-
-- Android
-- BlackBerry 10
-- iOS
-- Windows Phone 7 and 8
-- Tizen
-- Windows
-
-## Windows Phone Quirks
-
-- Only one media file can be played back at a time.
-
-- There are strict restrictions on how your application interacts with other media. See the [Microsoft documentation for details][url].
-
-[url]: http://msdn.microsoft.com/en-us/library/windowsphone/develop/hh184838(v=vs.92).aspx
-
-## Media
-
-    var media = new Media(src, mediaSuccess, [mediaError], [mediaStatus]);
-
-### Parameters
-
-- __src__: A URI containing the audio content. _(DOMString)_
-
-- __mediaSuccess__: (Optional) The callback that executes after a `Media` object has completed the current play, record, or stop action. _(Function)_
-
-- __mediaError__: (Optional) The callback that executes if an error occurs. _(Function)_
-
-- __mediaStatus__: (Optional) The callback that executes to indicate status changes. _(Function)_
-
-### Constants
-
-The following constants are reported as the only parameter to the
-`mediaStatus` callback:
-
-- `Media.MEDIA_NONE`     = 0;
-- `Media.MEDIA_STARTING` = 1;
-- `Media.MEDIA_RUNNING`  = 2;
-- `Media.MEDIA_PAUSED`   = 3;
-- `Media.MEDIA_STOPPED`  = 4;
-
-### Methods
-
-- `media.getCurrentPosition`: Returns the current position within an audio file.
-
-- `media.getDuration`: Returns the duration of an audio file.
-
-- `media.play`: Start or resume playing an audio file.
-
-- `media.pause`: Pause playback of an audio file.
-
-- `media.release`: Releases the underlying operating system's audio resources.
-
-- `media.seekTo`: Moves the position within the audio file.
-
-- `media.setVolume`: Set the volume for audio playback.
-
-- `media.startRecord`: Start recording an audio file.
-
-- `media.stopRecord`: Stop recording an audio file.
-
-- `media.stop`: Stop playing an audio file.
-
-### Additional ReadOnly Parameters
-
-- __position__: The position within the audio playback, in seconds.
-    - Not automatically updated during play; call `getCurrentPosition` to update.
-
-- __duration__: The duration of the media, in seconds.
-
-
-## media.getCurrentPosition
-
-Returns the current position within an audio file.  Also updates the `Media` object's `position` parameter.
-
-    media.getCurrentPosition(mediaSuccess, [mediaError]);
-
-### Parameters
-
-- __mediaSuccess__: The callback that is passed the current position in seconds.
-
-- __mediaError__: (Optional) The callback to execute if an error occurs.
-
-### Quick Example
-
-    // Audio player
-    //
-    var my_media = new Media(src, onSuccess, onError);
-
-    // Update media position every second
-    var mediaTimer = setInterval(function () {
-        // get media position
-        my_media.getCurrentPosition(
-            // success callback
-            function (position) {
-                if (position > -1) {
-                    console.log((position) + " sec");
-                }
-            },
-            // error callback
-            function (e) {
-                console.log("Error getting pos=" + e);
-            }
-        );
-    }, 1000);
-
-
-## media.getDuration
-
-Returns the duration of an audio file in seconds. If the duration is unknown, it returns a value of -1.
-
-
-    media.getDuration();
-
-### Quick Example
-
-    // Audio player
-    //
-    var my_media = new Media(src, onSuccess, onError);
-
-    // Get duration
-    var counter = 0;
-    var timerDur = setInterval(function() {
-        counter = counter + 100;
-        if (counter > 2000) {
-            clearInterval(timerDur);
-        }
-        var dur = my_media.getDuration();
-        if (dur > 0) {
-            clearInterval(timerDur);
-            document.getElementById('audio_duration').innerHTML = (dur) + " sec";
-        }
-    }, 100);
-
-
-## media.pause
-
-Pauses playing an audio file.
-
-    media.pause();
-
-
-### Quick Example
-
-    // Play audio
-    //
-    function playAudio(url) {
-        // Play the audio file at url
-        var my_media = new Media(url,
-            // success callback
-            function () { console.log("playAudio():Audio Success"); },
-            // error callback
-            function (err) { console.log("playAudio():Audio Error: " + err); }
-        );
-
-        // Play audio
-        my_media.play();
-
-        // Pause after 10 seconds
-        setTimeout(function () {
-            media.pause();
-        }, 10000);
-    }
-
-
-## media.play
-
-Starts or resumes playing an audio file.
-
-    media.play();
-
-
-### Quick Example
-
-    // Play audio
-    //
-    function playAudio(url) {
-        // Play the audio file at url
-        var my_media = new Media(url,
-            // success callback
-            function () {
-                console.log("playAudio():Audio Success");
-            },
-            // error callback
-            function (err) {
-                console.log("playAudio():Audio Error: " + err);
-            }
-        );
-        // Play audio
-        my_media.play();
-    }
-
-
-### iOS Quirks
-
-- __numberOfLoops__: Pass this option to the `play` method to specify
-  the number of times you want the media file to play, e.g.:
-
-        var myMedia = new Media("http://audio.ibeat.org/content/p1rj1s/p1rj1s_-_rockGuitar.mp3")
-        myMedia.play({ numberOfLoops: 2 })
-
-- __playAudioWhenScreenIsLocked__: Pass in this option to the `play`
-  method to specify whether you want to allow playback when the screen
-  is locked.  If set to `true` (the default value), the state of the
-  hardware mute button is ignored, e.g.:
-
-        var myMedia = new Media("http://audio.ibeat.org/content/p1rj1s/p1rj1s_-_rockGuitar.mp3")
-        myMedia.play({ playAudioWhenScreenIsLocked : false })
-
-- __order of file search__: When only a file name or simple path is
-  provided, iOS searches in the `www` directory for the file, then in
-  the application's `documents/tmp` directory:
-
-        var myMedia = new Media("audio/beer.mp3")
-        myMedia.play()  // first looks for file in www/audio/beer.mp3 then in <application>/documents/tmp/audio/beer.mp3
-
-## media.release
-
-Releases the underlying operating system's audio resources.
-This is particularly important for Android, since there are a finite amount of
-OpenCore instances for media playback. Applications should call the `release`
-function for any `Media` resource that is no longer needed.
-
-    media.release();
-
-
-### Quick Example
-
-    // Audio player
-    //
-    var my_media = new Media(src, onSuccess, onError);
-
-    my_media.play();
-    my_media.stop();
-    my_media.release();
-
-
-## media.seekTo
-
-Sets the current position within an audio file.
-
-    media.seekTo(milliseconds);
-
-### Parameters
-
-- __milliseconds__: The position to set the playback position within the audio, in milliseconds.
-
-
-### Quick Example
-
-    // Audio player
-    //
-    var my_media = new Media(src, onSuccess, onError);
-        my_media.play();
-    // SeekTo to 10 seconds after 5 seconds
-    setTimeout(function() {
-        my_media.seekTo(10000);
-    }, 5000);
-
-
-### BlackBerry 10 Quirks
-
-- Not supported on BlackBerry OS 5 devices.
-
-## media.setVolume
-
-Set the volume for an audio file.
-
-    media.setVolume(volume);
-
-### Parameters
-
-- __volume__: The volume to set for playback.  The value must be within the range of 0.0 to 1.0.
-
-### Supported Platforms
-
-- Android
-- iOS
-
-### Quick Example
-
-    // Play audio
-    //
-    function playAudio(url) {
-        // Play the audio file at url
-        var my_media = new Media(url,
-            // success callback
-            function() {
-                console.log("playAudio():Audio Success");
-            },
-            // error callback
-            function(err) {
-                console.log("playAudio():Audio Error: "+err);
-        });
-
-        // Play audio
-        my_media.play();
-
-        // Mute volume after 2 seconds
-        setTimeout(function() {
-            my_media.setVolume('0.0');
-        }, 2000);
-
-        // Set volume to 1.0 after 5 seconds
-        setTimeout(function() {
-            my_media.setVolume('1.0');
-        }, 5000);
-    }
-
-
-## media.startRecord
-
-Starts recording an audio file.
-
-    media.startRecord();
-
-### Supported Platforms
-
-- Android
-- iOS
-- Windows Phone 7 and 8
-- Windows
-
-### Quick Example
-
-    // Record audio
-    //
-    function recordAudio() {
-        var src = "myrecording.mp3";
-        var mediaRec = new Media(src,
-            // success callback
-            function() {
-                console.log("recordAudio():Audio Success");
-            },
-
-            // error callback
-            function(err) {
-                console.log("recordAudio():Audio Error: "+ err.code);
-            });
-
-        // Record audio
-        mediaRec.startRecord();
-    }
-
-
-### Android Quirks
-
-- Android devices record audio in Adaptive Multi-Rate format. The specified file should end with a _.amr_ extension.
-- The hardware volume controls are wired up to the media volume while any Media objects are alive. Once the last created Media object has `release()` called on it, the volume controls revert to their default behaviour. The controls are also reset on page navigation, as this releases all Media objects.
-
-### iOS Quirks
-
-- iOS only records to files of type _.wav_ and returns an error if the file name extension is not correct.
-
-- If a full path is not provided, the recording is placed in the application's `documents/tmp` directory. This can be accessed via the `File` API using `LocalFileSystem.TEMPORARY`. Any subdirectory specified at record time must already exist.
-
-- Files can be recorded and played back using the documents URI:
-
-        var myMedia = new Media("documents://beer.mp3")
-
-### Windows Quirks
-
-- If a full path is not provided, the recording is placed in the AppData/temp directory. This can be accessed via the `File` API using `LocalFileSystem.TEMPORARY` or 'ms-appdata:///temp/<filename>' URI.
-
-- Any subdirectory specified at record time must already exist.
-
-### Tizen Quirks
-
-- Not supported on Tizen devices.
-
-## media.stop
-
-Stops playing an audio file.
-
-    media.stop();
-
-### Quick Example
-
-    // Play audio
-    //
-    function playAudio(url) {
-        // Play the audio file at url
-        var my_media = new Media(url,
-            // success callback
-            function() {
-                console.log("playAudio():Audio Success");
-            },
-            // error callback
-            function(err) {
-                console.log("playAudio():Audio Error: "+err);
-            }
-        );
-
-        // Play audio
-        my_media.play();
-
-        // Pause after 10 seconds
-        setTimeout(function() {
-            my_media.stop();
-        }, 10000);
-    }
-
-
-## media.stopRecord
-
-Stops recording an audio file.
-
-    media.stopRecord();
-
-### Supported Platforms
-
-- Android
-- iOS
-- Windows Phone 7 and 8
-- Windows
-
-### Quick Example
-
-    // Record audio
-    //
-    function recordAudio() {
-        var src = "myrecording.mp3";
-        var mediaRec = new Media(src,
-            // success callback
-            function() {
-                console.log("recordAudio():Audio Success");
-            },
-
-            // error callback
-            function(err) {
-                console.log("recordAudio():Audio Error: "+ err.code);
-            }
-        );
-
-        // Record audio
-        mediaRec.startRecord();
-
-        // Stop recording after 10 seconds
-        setTimeout(function() {
-            mediaRec.stopRecord();
-        }, 10000);
-    }
-
-
-### Tizen Quirks
-
-- Not supported on Tizen devices.
-
-## MediaError
-
-A `MediaError` object is returned to the `mediaError` callback
-function when an error occurs.
-
-### Properties
-
-- __code__: One of the predefined error codes listed below.
-
-- __message__: An error message describing the details of the error.
-
-### Constants
-
-- `MediaError.MEDIA_ERR_ABORTED`        = 1
-- `MediaError.MEDIA_ERR_NETWORK`        = 2
-- `MediaError.MEDIA_ERR_DECODE`         = 3
-- `MediaError.MEDIA_ERR_NONE_SUPPORTED` = 4
-


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