React Native module for playing sound clips on iOS, Android, and Windows.

‘NOTE: React-native-sound does not support streaming’. See #353 for more info. Of course, we would welcome a PR if someone wants to take this on.

Feature matrix

Load sound from the app bundle
Load sound from other directories
Load sound from the network
Play sound
Playback completion callback
Release resource
Get duration
Get number of channels
Get/set volume
Get system volume
Set system volume
Get/set pan
Get/set loops
Get/set current time
Set speed


First install the npm package from your app directory:

npm install react-native-sound --save

Then link it automatically using:

react-native link react-native-sound

Manual Installation Notes

Please see the Wiki for these details

Help with React-Native-Sound

  • For react-native-sound developers 
  • For help using react-native-sound 

Demo project


Basic usage

First you’ll need to add audio files to your project.

  • Android: Save your sound clip files under the directory android/app/src/main/res/raw. Note that files in this directory must be lowercase and underscored (e.g. my_file_name.mp3) and that subdirectories are not supported by Android.
  • iOS: Open Xcode and add your sound files to the project (Right-click the project and select Add Files to [PROJECTNAME])
// Import the react-native-sound module
var Sound = require('react-native-sound');

// Enable playback in silence mode

// Load the sound file 'whoosh.mp3' from the app bundle
// See notes below about preloading sounds within initialization code below.
var whoosh = new Sound('whoosh.mp3', Sound.MAIN_BUNDLE, (error) => {
  if (error) {
    console.log('failed to load the sound', error);
  // loaded successfully
  console.log('duration in seconds: ' + whoosh.getDuration() + 'number of channels: ' + whoosh.getNumberOfChannels());

  // Play the sound with an onEnd callback => {
    if (success) {
      console.log('successfully finished playing');
    } else {
      console.log('playback failed due to audio decoding errors');

// Reduce the volume by half

// Position the sound to the full right in a stereo field

// Loop indefinitely until stop() is called

// Get properties of the player instance
console.log('volume: ' + whoosh.getVolume());
console.log('pan: ' + whoosh.getPan());
console.log('loops: ' + whoosh.getNumberOfLoops());

// Seek to a specific point in seconds

// Get the current playback point in seconds
whoosh.getCurrentTime((seconds) => console.log('at ' + seconds));

// Pause the sound

// Stop the sound and rewind to the beginning
whoosh.stop(() => {
  // Note: If you want to play a sound after stopping and rewinding it,
  // it is important to call play() in a callback.;

// Release the audio player resource


  • To minimize playback delay, you may want to preload a sound file without calling play() (e.g. var s = new Sound(...);) during app initialization. This also helps avoid a race condition where play() may be called before loading of the sound is complete, which results in no sound but no error because loading is still being processed.
  • You can play multiple sound files at the same time. Under the hood, this module uses AVAudioSessionCategoryAmbientto mix sounds on iOS.
  • You may reuse a Sound instance for multiple playbacks.
  • On iOS, the module wraps AVAudioPlayer that supports aac, aiff, mp3, wav etc. The full list of supported formats can be found at
  • On Android, the module wraps The full list of supported formats can be found at
  • On Android, the absolute path can start with ‘/sdcard/’. So, if you want to access a sound called “my_sound.mp3” on Downloads folder, the absolute path will be: ‘/sdcard/Downloads/my_sound.mp3’.
  • You may chain non-getter calls, for example, sound.setVolume(.5).setPan(.5).play().