Is there a way to determine if a sound is actively being played?

My current challenge involves implementing automated tests for the <audio> tag to ensure it is playing.

For testing, I am utilizing the standard angular test suite with karma and protractor.

"devDependencies": {
    "karma": "~0.10",
    "protractor": "~0.20.1",
    "http-server": "^0.6.1",
    "bower": "^1.3.1",
    "shelljs": "^0.2.6",
    "karma-junit-reporter": "^0.2.2",
    "grunt": "~0.4.1",
    "grunt-contrib-uglify": "~0.2.0",
    "grunt-contrib-concat": "~0.3.0",
    "grunt-contrib-watch": "~0.4.3"
}

One issue on the Karma side is the difficulty of adding resources to be used in the tests, which means no file to play during testing. If there was a way to reference a specific file to play from, checking the paused property would be straightforward.

On the end-to-end (e2e) testing side, there is a functional demo app that works perfectly fine when manually interacting with it. However, accessing the sound element or ensuring playback using Protractor API has proven challenging as certain elements like document and angular are not available due to the nature of e2e testing.

beforeEach(function() {
    browser.get("index.html")
});

it("Ensure the player is playing", function () {

    $$("button").first().click();

    // what to do?

});

To address this, one idea is to mock the audio API and simulate updated properties, but it still involves testing against my own code rather than actual sound playback of an audio sprite. Testing whether the sound starts and stops as expected becomes complex, especially since accurately mocking the currentTime can be challenging.

Ideally, I aim to conduct these tests within unit tests using a functioning resource. This way, validating if the sound is playing could be as simple as

expect(!element[0].paused).toEqual(true);
.

The core question remains: How can I provide a file in my unit tests to serve as an audio source?

Answer №1

If you're utilizing HTML5's <audio /> to play sound, you can access the pause function by using browser.executeScript. In order to target your <audio /> element, you must navigate to it; in this example, we used the first one. This method has proven effective in my testing environment. Note: I have no association with angular-media-player - it simply happened to be the first viable option for integration with Protractor that I found via Google search.

describe('angularjs homepage', function() {
  it('should have a title', function() {
    browser.get('http://mrgamer.github.io/angular-media-player/interactive.html');

    // Adding a song to the playlist
    element(by.repeater('song in prefabPlaylist')).click();

    // Accessing the browser
    var isPaused = function () {
        return browser.executeScript(function () {
            return document.getElementsByTagName('audio')[0].paused;
        });
    };

    // Verifying that the audio is paused initially
    expect(isPaused()).toBe(true);

    // Initiate playback
    element(by.css('div[ng-click="mediaPlayer.playPause()"]')).click();

    // Additional waiting periods were necessary in my case; perhaps due to how the directive is structured?
    browser.waitForAngular();
    browser.waitForAngular();
    browser.waitForAngular();

    // Ensuring that the audio is playing
    expect(isPaused()).toBe(false);

    // Pause the audio
    element(by.css('div[ng-click="mediaPlayer.playPause()"]')).click();

    // Confirming that the audio is now paused
    expect(isPaused()).toBe(true);
  });
});

Alternatively, you may opt to utilize an existing directive from another source (such as the one provided on the mentioned website) and forego unit testing altogether (assuming they have already done so). Instead, focus on verifying the correct setup of their object's properties through your E2E tests, omitting the need to directly test for sound functionality if you prefer not to use executeScript.

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