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Using audio in Remotion

Prerequisites

First, the @remotion/media package needs to be installed. If it is not installed, use the following command:
npx remotion add @remotion/media # If project uses npm
bunx remotion add @remotion/media # If project uses bun
yarn remotion add @remotion/media # If project uses yarn
pnpm exec remotion add @remotion/media # If project uses pnpm

Importing Audio

Use <Audio> from @remotion/media to add audio to your composition.
import { Audio } from "@remotion/media";
import { staticFile } from "remotion";

export const MyComposition = () => {
  return <Audio src={staticFile("audio.mp3")} />;
};
Remote URLs are also supported:
<Audio src="https://remotion.media/audio.mp3" />
By default, audio plays from the start, at full volume and full length. Multiple audio tracks can be layered by adding multiple <Audio> components.

Trimming

Use trimBefore and trimAfter to remove portions of the audio. Values are in frames.
const { fps } = useVideoConfig();

return (
  <Audio
    src={staticFile("audio.mp3")}
    trimBefore={2 * fps} // Skip the first 2 seconds
    trimAfter={10 * fps} // End at the 10 second mark
  />
);
The audio still starts playing at the beginning of the composition - only the specified portion is played.

Delaying

Wrap the audio in a <Sequence> to delay when it starts:
import { Sequence, staticFile } from "remotion";
import { Audio } from "@remotion/media";

const { fps } = useVideoConfig();

return (
  <Sequence from={1 * fps}>
    <Audio src={staticFile("audio.mp3")} />
  </Sequence>
);
The audio will start playing after 1 second.

Volume

Set a static volume (0 to 1):
<Audio src={staticFile("audio.mp3")} volume={0.5} />
Or use a callback for dynamic volume based on the current frame:
import { interpolate } from "remotion";

const { fps } = useVideoConfig();

return (
  <Audio
    src={staticFile("audio.mp3")}
    volume={(f) =>
      interpolate(f, [0, 1 * fps], [0, 1], { extrapolateRight: "clamp" })
    }
  />
);
The value of f starts at 0 when the audio begins to play, not the composition frame.

Muting

Use muted to silence the audio. It can be set dynamically:
const frame = useCurrentFrame();
const { fps } = useVideoConfig();

return (
  <Audio
    src={staticFile("audio.mp3")}
    muted={frame >= 2 * fps && frame <= 4 * fps} // Mute between 2s and 4s
  />
);

Speed

Use playbackRate to change the playback speed:
<Audio src={staticFile("audio.mp3")} playbackRate={2} /> {/* 2x speed */}
<Audio src={staticFile("audio.mp3")} playbackRate={0.5} /> {/* Half speed */}
Reverse playback is not supported.

Looping

Use loop to loop the audio indefinitely:
<Audio src={staticFile("audio.mp3")} loop />
Use loopVolumeCurveBehavior to control how the frame count behaves when looping:
  • "repeat": Frame count resets to 0 each loop (default)
  • "extend": Frame count continues incrementing
<Audio
  src={staticFile("audio.mp3")}
  loop
  loopVolumeCurveBehavior="extend"
  volume={(f) => interpolate(f, [0, 300], [1, 0])} // Fade out over multiple loops
/>

Pitch

Use toneFrequency to adjust the pitch without affecting speed. Values range from 0.01 to 2:
<Audio
  src={staticFile("audio.mp3")}
  toneFrequency={1.5} // Higher pitch
/>
<Audio
  src={staticFile("audio.mp3")}
  toneFrequency={0.8} // Lower pitch
/>
Pitch shifting only works during server-side rendering, not in the Remotion Studio preview or in the <Player />.