Count video watch time when close the window - javascript

In my project I have to store in database, How many second or minute I have watched. In my model pop-up I am displaying the video. The below code count the second when I PAUSE THE VIDEO, BUT I am interested to count the second when I click on the CROSS button of my model pop-up.
var video = document.getElementById("video");
var timeStarted = -1;
var timePlayed = 0;
var duration = 0;
// If video metadata is laoded get duration
if(video.readyState > 0)
getDuration.call(video);
//If metadata not loaded, use event to get it
else
{
video.addEventListener('loadedmetadata', getDuration);
}
// remember time user started the video
function videoStartedPlaying() {
timeStarted = new Date().getTime()/1000;
}
function videoStoppedPlaying(event) {
// Start time less then zero means stop event was fired vidout start event
if(timeStarted>0) {
var playedFor = new Date().getTime()/1000 - timeStarted;
timeStarted = -1;
// add the new number of seconds played
timePlayed+=playedFor;
}
document.getElementById("played").innerHTML = Math.round(timePlayed)+"";
// Count as complete only if end of video was reached
if(timePlayed>=duration && event.type=="ended") {
document.getElementById("status").className="complete";
}
}
function getDuration() {
duration = video.duration;
document.getElementById("duration").appendChild(new Text(Math.round(duration)+""));
console.log("Duration: ", duration);
}
video.addEventListener("play", videoStartedPlaying);
video.addEventListener("playing", videoStartedPlaying);
video.addEventListener("ended", videoStoppedPlaying);
video.addEventListener("pause", videoStoppedPlaying);
<div id="videoModal" class="modal fade">
<div class="modal-header">
<button type="button" onclick="PlayVideoCount();" class="close" data-dismiss="modal">×</button>
</div>
<div class="modal-body">
<video id="vid" autoplay="" controls="" width="100%" height="100%"></video>
</div>
<div>
I want to count the second when PlayVideoCount(); function called.

I don't know how your HTML code is but I made a small code maybe you will get the point. If not then comment down, and I will help you out. DEMO
HTML
<video width="400" controls>
<source src="https://www.w3schools.com/html/mov_bbb.mp4" type="video/mp4">
<source src="https://www.w3schools.com/html/mov_bbb.ogg" type="video/ogg">
Your browser does not support HTML video.
</video>
<button onclick="playVid()">Play</button>
<button onclick="pauseVid()">Pause</button>
JavaScript
const video = document.querySelector('video');
video.addEventListener('loadeddata', (event) => {
console.log('Total Time ', event.srcElement.duration);
});
video.onpause = (event) => {
console.log('Paused at ', event.srcElement.currentTime);
};
function playVid() {
video.play();
}
function pauseVid() {
video.pause();
}

Related

Multiple HTML5 videos audio captions not working correctly

I am adding multiple HTML5 videos onto a webpage.
The code I am replicating is from this recommended accessible approach. http://jspro.brothercake.com/audio-descriptions/ The video plays fine, and audio captions work, but when I add a new video to the same page the second video does not play the audio captions at all. Does anyone have suggestions on how I can fix this issue?
<video id="video" preload="auto" controls="controls"
width="640" height="360" poster="./media/HorribleHistories.jpg">
<source src="./media/HorribleHistories.mp4" type="video/mp4" />
<source src="./media/HorribleHistories.webm" type="video/webm" />
</video>
<audio id="audio" preload="auto">
<source src="./media/HorribleHistories.mp3" type="audio/mp3" />
<source src="./media/HorribleHistories.ogg" type="audio/ogg" />
</audio>
<script type="text/javascript">
(function()
{
//get references to the video and audio elements
var video = document.getElementById('video');
var audio = document.getElementById('audio');
//if media controllers are supported,
//create a controller instance for the video and audio
if(typeof(window.MediaController) === 'function')
{
var controller = new MediaController();
audio.controller = controller;
video.controller = controller;
}
//else create a null controller reference for comparison
else
{
controller = null;
}
//reduce the video volume slightly to emphasise the audio
audio.volume = 1;
video.volume = 0.8;
//when the video plays
video.addEventListener('play', function()
{
//if we have audio but no controller
//and the audio is paused, play that too
if(!controller && audio.paused)
{
audio.play();
}
}, false);
//when the video pauses
video.addEventListener('pause', function()
{
//if we have audio but no controller
//and the audio isn't paused, pause that too
if(!controller && !audio.paused)
{
audio.pause();
}
}, false);
//when the video ends
video.addEventListener('ended', function()
{
//if we have a controller, pause that
if(controller)
{
controller.pause();
}
//otherwise pause the video and audio separately
else
{
video.pause();
audio.pause();
}
}, false);
//when the video time is updated
video.addEventListener('timeupdate', function()
{
//if we have audio but no controller,
//and the audio has sufficiently loaded
if(!controller && audio.readyState >= 4)
{
//if the audio and video times are different,
//update the audio time to keep it in sync
if(Math.ceil(audio.currentTime) != Math.ceil(video.currentTime))
{
audio.currentTime = video.currentTime;
}
}
}, false);
})();
</script>
So your problem is to do with how you are grabbing the elements in the first place.
var video = document.getElementById('video');
var audio = document.getElementById('audio');
What you are doing is grabbing a single item on the page with the ID of "video" (same for "audio").
IDs have to be unique, so what you want to do is use classes instead.
<video class="video" preload="auto" controls="controls"
width="640" height="360" poster="./media/HorribleHistories.jpg">
See I changed the ID to a class.
Now any element with the class "video" can be used in our code.
However we do need to modify our code a bit as now we have multiple items to bind to.
please note the below is to give you an idea of how you loop items etc. You would need to rewrite your code to move each of the steps into functions etc. as your original code is not designed to work with multiple items
(function()
{
//get references to every single video and audio element
var videos = document.querySelectorAll('.video');
var audios = document.querySelectorAll('.audio');
// loop through all videos adding logic etc.
for(x = 0; x < videos.length; x++){
// grab a single video from our list to make our code neater
var video = videos[x];
if(typeof(window.MediaController) === 'function')
{
var controller = new MediaController();
video.controller = controller;
} else {
controller = null;
}
video.volume = 0.8;
//...etc.
}
})();
Quick Tip:
I would wrap your <video> and <audio> elements that are related in a <div> with a class (e.g. class="video-audio-wrapper").
This way you can change your CSS selector to something like:
var videoContainers = document.querySelectorAll('.video-audio-wrapper');
Then loop through them instead and check if they have a video and / or audio element
for(x = 0; x < videoContainers.length; x++){
var thisVideoContainer = videoContainers[x];
//query this container only - we can use `querySelector` as there should only be one video per container and that returns a single item / the first item it finds.
var video = thisVideoContainer.querySelector('video');
var audio = thisVideoContainer.querySelector('audio');
//now we can check if an element exists
if(video.length == 1){
//apply video logic
}
if(audio.length == 1){
//apply audio logic
}
// alternatively we can check both exist if we have to have both
if(video.length != 1 || audio.length != 1){
// we either have one or both missing.
// apply any logic for when a video / audio element is missing
//using "return" we can exit the function early, meaning all code after this point is not run.
return false;
}
///The beauty of this approach is you could then just use your original code!
}
Doing it this way you could recycle most of your code.
Thank you for your suggestions in changing the ID's into classes and adding the video wrapper <div> to the video container. That all makes sense in grouping each video on 1 page. I updated the the following code, but the audio captions won't play at all. The video plays and pauses fine, and the volume works. I am also not getting any syntax errors in the browser console. Here's what I got for my HTML and JS. I appreciate your help/feedback.
<div class="video-container-wrapper">
<div class="video-container">
<video class="video" preload="auto" controls="controls" width="640" height="360" poster="img/red-zone-thumb.png">
<source src="https://player.vimeo.com/external/395077086.hd.mp4?s=1514637c1ac308a950fafc00ad46c0a113c6e8be&profile_id=175" type="video/mp4">
<track kind="captions" label="English captions" src="captions/redzone-script.vtt" srclang="en" default="">
</video>
<audio class="audio" preload="auto">
<source src="captions/redzone-message.mp3" type="audio/mp3">
</audio>
</div>
</div>
Javascript:
var videoContainers = document.querySelectorAll('.video-container-wrapper');
for (x = 0; x < videoContainers.length; x++) {
var thisVideoContainer = videoContainers[x];
//query this container only - we can use `querySelector` as there should only be one video per container and that returns a single item / the first item it finds.
var video = thisVideoContainer.querySelector('video');
var audio = thisVideoContainer.querySelector('audio');
//now we can check if an element exists
if (video.length == 1) {
//apply video logic
//reduce the video volume slightly to emphasise the audio
video.volume = 0.8;
//when the video ends
video.addEventListener('ended', function () {
video.pause();
}, false);
}
if (audio.length == 1) {
//apply audio logic
audio.volume = 1;
//when the video plays
video.addEventListener('play', function () {
if (audio.paused) {
audio.play();
}
}, false);
// when the video ends
video.addEventListener('ended', function () {
audio.pause();
}, false);
//when the video time is updated
video.addEventListener('timeupdate', function () {
if (audio.readyState >= 4) {
//if the audio and video times are different,
//update the audio time to keep it in sync
if (Math.ceil(audio.currentTime) != Math.ceil(video.currentTime)) {
audio.currentTime = video.currentTime;
}
}
}, false);
}
}

Can I create a breakable loop with currentTime of JavaScript?

I'm trying to create a loop of a video and when I click some button break that loop to finish the video
function stopIt() {
document.getElementById('stopIt').classList.add('stop');
}
function loopy() {
var vid = document.getElementById('front-video');
if (vid.currentTime > 1) {
vid.currentTime = 0;
if (document.getElementById('stopIt').classList.contains('stop')) {
break;
}
}
}
<video class="d-none d-lg-block" id="front-video" autoplay onTimeUpdate="loopy()">
<source src="video/front-video.mp4" type="video/mp4">
</video>
<div class="col-12 front-box py-3 pl-4" id="stopIt" onClick="stopIt()"></div>
I have a box with the id stopIt, but actually the video doesn't return to the start, It does it when I erase the second if.
Any ideas, thanks!
I'm not sure if I understand you correctly, but I think you want to do this:
function loopy() {
if (!document.getElementById('stopIt').classList.contains('stop')) {
var vid = document.getElementById('front-video');
if (vid.currentTime > 1) vid.currentTime = 0;
}
}
If the requirement is to loop from a specific begin time in media playback to a specific end time in media playback you can set the initial src of the HTMLMediaElement to the URL followed by a media fragment identifier.
The media element will pause at the end time of the media fragment identifier. You can use pause event, which is dispatched when a media element reaches the end time of a media fragment identifier, where .load() then .play() can be called to loop the media playback.
At click on button element, remove pause event handler from button element, store the .currentTime in a variable, remove the media fragment identifier from the src of the media element, call .load() on media element, set .currentTime to the stored .currentTime and then call .play().
const video = document.querySelector('video');
const button = document.querySelector('button');
let [from, to] = [0, 1];
let loop = true;
let currentTime = 0;
const src = "http://mirrors.creativecommons.org/movingimages/webm/ScienceCommonsJesseDylan_240p.webm";
const handlePause = e => {
if (loop) {
video.load();
video.play();
}
}
const stopLoop = e => {
if (loop) {
loop = !loop;
video.removeEventListener('pause', handlePause);
currentTime = video.currentTime;
video.src = video.src.replace(/#.+$/, '');
video.load();
video.currentTime = currentTime;
video.play();
}
}
button.addEventListener('click', stopLoop)
video.addEventListener('pause', handlePause);
video.src = `${src}#t=${from},${to}`
<button>stop loop</button>
<video src="" muted="false" controls autoplay>

JavaScript addEventListener pause and play video

I have a video in my html. I would like the video to pause at 5 seconds after playing so I used addEventListener. I also have 2 buttons that call either restart() or jump().
When I play my video, an EventListener is called on my video. It pauses at 5 seconds, but I can't get it to play after 5 seconds (I've tried removing the listener but then the video no longer pauses). When I call jump(), it'll take me to 10 seconds but continue to pause when I try to play it. When I call reset(), the video will play up to 5 seconds again, which makes sense since I have a Listener on it. How do I get it to play after 10 seconds for when I call jump()? At first I thought I would have to remove my Listener but I believe I'll need that still because I would like the video to pause at 15 seconds. Or maybe I need to call removeEventListener somewhere else?
js
var video = document.getElementById("myvid");
video.addEventListener("timeupdate", function(){
if(this.currentTime >= 5) {
this.pause();
}
});
function restart(){
video.currentTime = 0;
}
function jump(){
video.currentTime = 10;
if (video.currentTime >=15){
video.pause
}
}
html
<video id="myvid" width="320" height="240" controls>
<source src="video.mp4" type="video/mp4">
</video>
<button onclick="restart()">restart</button>
<button onclick="jump()">jump</button>
You must keep the pause time in a variable. Then you can use it in the jump function:
var video = document.getElementById( 'myvid' ),
pausedtime = 0;
video.addEventListener( 'timeupdate', function() {
if ( this.currentTime >= pausedtime + 5 ) {
this.pause();
pausedtime = this.currentTime
}
});
function restart(){
video.currentTime = 0;
pausedtime = 0;
video.play()
}
function jump(){
pausedtime += 5;
video.currentTime = pausedtime;
video.play()
}
<video id="myvid" width="320" height="240" controls>
<source src="http://iandevlin.com/html5/media-player/parrots.mp4.mp4" type="video/mp4">
<source src="http://iandevlin.com/html5/media-player/parrots.webm" type="video/webm">
</video>
<br>
<button type="button" onclick="restart()">Restart</button>
<button type="button" onclick="jump()">Jump</button>

Play an audio some time after another audio has ended while in a for-loop

Currently I'm designing a Web application (game) on Tizen where I want to:
Display an image
Play an audio clip(around 15-17 seconds long)
Do nothing for 5 seconds
Play another audio clip(about 2-3 seconds)
Hide the image
These steps are to be performed in a loop (N times) in order. However, when I run my App on the emulator, it plays all the sounds to be played on step 2 together at the same time while the image is never visible.
Following is my Javascript function:
function performTask(image, audioName) { //sending id for image and audio, e.g.: performTask("img1", "aud1")
// Show the image
img = document.getElementById(image);
if (img && img.style) {
img.style.height = screen.height;
img.style.width = screen.width;
img.style.visibility = "visible";
} else {
console.log("exercise(): error in setting image");
}
// play the audio
try {
myAudio = document.getElementById(audioName);
myAudio.play();
myAudio.onended = function() {
timeOut();
};
} catch (error) {
console.error("exercise(): " + error.message);
}
// after 30 seconds, ring the bell!!
try {
console.log("playing bell");
document.getElementById("bell").play();
} catch (error) {
console.error("bell: " + error.message);
}
//hide image
img.style.visibility = "hidden";
}
The timeOut() function:
var timer = 5000;
function timeOut() {
if (timer > 0) {
setTimeout(timeOut(), timer--);
}
}
The structure of the HTML page where this is called:
...
<body onload="someFunc()"> <!-- this calls performTask() in a for-loop-->
<p>
<img src='images/image1.png' alt="pose1n12" id="img1" />
.... 10 more such images
</p>
<p>
<audio id="bell">
<source src='audio/bell.mp3' type="audio/mpeg" />
</audio>
<audio id="aud1">
<source src='audio/aud1.mp3' type="audio/mpeg" />
</audio>
.... 10 more such clips
</p>
EDIT: Adding the definition for someFunc()
function someFunc() {
var a;
image = ''; // select image at particular count
audioName = ''; // select respective audio
for (a = 1; a <= 12; a++) { // the asana tracker loop
switch (a) { // assigns image & audio
case 1:
image = "img1n12";
audioName = "1N12";
break;
...... continues till case 12
}
}
performTask(image, audioName);
}
Please help.
By my understanding there is an "ended" event fired when a sound has finished playing.
http://forestmist.org/blog/html5-audio-loops/
You could use this to make stage 2 trigger stage 3 and have stage 4 trigger stage 5.
when playing the first audio, you should do every other step on the call back onended, and if you need to wait again some other time, you need to pass the call back to the setTimeout, the following code is a bit simplified :
// on Global scope
var audioName = "something";
var img = document.getElementById("image_id");
showImage ();
playAudio(audioName, function () {
playBell ();
hideImage ();
});
Now the functions definition would be like this :
function showImage () {
if (img && img.style) {
img.style.height = screen.height;
img.style.width = screen.width;
img.style.visibility = "visible";
} else {
console.log("exercise(): error in setting image");
}
}
function playAudio (audioName, callback) {
try {
myAudio = document.getElementById(audioName);
myAudio.play();
myAudio.onended = function() {
setTimeout(callback, 5000); // after 5 seconds
};
} catch (error) {
console.error("exercise(): " + error.message);
}
}
function playBell () {
try {
console.log("playing bell");
document.getElementById("bell").play();
} catch (error) {
console.error("bell: " + error.message);
}
}
function hideImage() {
img.style.visibility = "hidden";
}
Here I have two examples of addEventListener('ended'). This event listener should work fine for what you are asking.
First Method: Calls another function ChangeSrc() and uses the same player.
Method one will get the player by id, tell the player to play and add the event listener. This will listen of the ended event then call ChangeSrc(). When ChangeSrc is called the eventlistener is removed and the player src is changed to the next track and then told to play.
HTML:
<b>Method One</b><button onclick="MethodOne()">Start</button><br>
<img id="DemoImg" src="sample1.png"/><br/>
<audio id="DemoAud" controls>
<source src='sample1.mp3' type="audio/mpeg" />
Your browser does not support the audio element.
</audio>
Javascript
function MethodOne(){
var a=document.getElementById("DemoImg");
var b=document.getElementById("DemoAud");
b.play();
b.addEventListener('ended',ChangeSrc,false);
}
function ChangeSrc(){
var a=document.getElementById("DemoImg");
var b=document.getElementById("DemoAud");
b.removeEventListener("ended",ChangeSrc);
a.src="sample2.png";
b.src="sample2.mp3";
b.play();
}
Second Method: Uses one function and two players (Like your source code does)
This method is very much like the first method but had the function in the eventlistener, this will tell the other player to play as this function will only run when the first audio clip has ended. This will also display the container for the image/player.
HTML
<b>Method Two</b><button onclick="MethodTwo()">Start</button><br>
<div id="Demo2" class="DemoBlock">
<img id="DemoImg2" src="sample1.png"/><br/>
<audio id="DemoAud2" controls>
<source src='sample1.mp3' type="audio/mpeg" />
Your browser does not support the audio element.
</audio>
</div><div id="Demo3" class="DemoBlock">
<img id="DemoImg3" src="sample2.png"/><br/>
<audio id="DemoAud3" controls>
<source src='sample2.mp3' type="audio/mpeg" />
Your browser does not support the audio element.
</audio>
</div>
Javascript:
function MethodTwo(){
var a=document.getElementById("DemoAud2");
var b=document.getElementById("DemoAud3");
a.play();
a.addEventListener('ended',function(){
document.getElementById("Demo3").style.display="inline-block";
b.play();
},false);
}
This Exmaple is just to show you two different methods of the using the eventlistener, the rest is down to you to integrate this into your existing source code.
Demo Source Code
function MethodOne(){
var a=document.getElementById("DemoImg");
var b=document.getElementById("DemoAud");
b.play();
b.addEventListener('ended',ChangeSrc,false);
}
function ChangeSrc(){
var a=document.getElementById("DemoImg");
var b=document.getElementById("DemoAud");
b.removeEventListener("ended",ChangeSrc);
a.src="http://coded4u.com/28831485/sample2.png";
b.src="http://coded4u.com/28831485/sample2.mp3";
b.play();
}
function MethodTwo(){
var a=document.getElementById("DemoAud2");
var b=document.getElementById("DemoAud3");
a.play();
a.addEventListener('ended',function(){
document.getElementById("Demo3").style.display="inline-block";
b.play();
},false);
}
.DemoBlock{display:inline-block;}
#Demo3{display:none;}
<b>Method One</b><button onclick="MethodOne()">Start</button><br>
<img id="DemoImg" src="http://coded4u.com/28831485/sample1.png"/><br/>
<audio id="DemoAud" controls>
<source src='http://coded4u.com/28831485/sample1.mp3' type="audio/mpeg" />
Your browser does not support the audio element.
</audio>
<hr/>
<b>Method Two</b><button onclick="MethodTwo()">Start</button><br>
<div id="Demo2" class="DemoBlock">
<img id="DemoImg2" src="http://coded4u.com/28831485/sample1.png"/><br/>
<audio id="DemoAud2" controls>
<source src='http://coded4u.com/28831485/sample1.mp3' type="audio/mpeg" />
Your browser does not support the audio element.
</audio>
</div><div id="Demo3" class="DemoBlock">
<img id="DemoImg3" src="http://coded4u.com/28831485/sample2.png"/><br/>
<audio id="DemoAud3" controls>
<source src='http://coded4u.com/28831485/sample2.mp3' type="audio/mpeg" />
Your browser does not support the audio element.
</audio>
</div>
I hope this helps. Happy coding!

Prevent reset of currentTime when video loads?

I want to be able to reload the video into the HTML5 video without having to reset the currentTime when it is loaded. The way I am currently doing it is the following:
<button onclick="getCurTime()" type="button">Get current time position</button>
<button onclick="setCurTime()" type="button">Set time position to 5 seconds</button><br>
<div style="width:800px; height:445px;">
<video id="myVideo" width="100%" height="100%" controls="controls">
<source src="http://download.blender.org/peach/bigbuckbunny_movies/BigBuckBunny_320x180.mp4" type="video/mp4">
</video>
<script>
var vid = document.getElementById("myVideo");
function setCurTime() {
vid.currentTime=100;
}
$(document).ready(function ()
{
$('#myVideo').videocontrols(
{
preview:
{
sprites: ['big_bunny_108p_preview.jpg'],
step: 10,
width: 200
},
theme:
{
progressbar: 'blue',
range: 'pink',
volume: 'pink'
}
});
vid.play();
});
setInterval(function(){
if(vid.currentTime > vid.duration-1)
{
myVideo.src = "http://download.blender.org/peach/bigbuckbunny_movies/BigBuckBunny_320x180.mp4";
myVideo.load();
myVideo.play();
vid.currentTime = vid.duration-60*5
}
}, 1);
</script>
</div>
How would I go about doing this? Is there even a way to just update the data in the video player without having to reload the video? I want to be able to do this so if someone makes a modification to the video, it will just update the data in the video player so the user doesn't have to reload the whole video again.
per discussion in comment thread above, I'm still not 100% sure why you're reloading the same video so I may be missing some context, but the following code will let you change the video source but preserve the current time. It does assume jQuery for the event handler (though you can easily use the regular javascript event handler on the same event to do the same thing)
<video id="v" width="320" height="240" controls="controls" mute>
<source src="Video.mp4" />
</video>
<button onclick="reload()">Reload</button>
<script>
function reload() {
vid=document.getElementById("v")
// record the current time for the video that is playing
curTime = vid.currentTime
// set the source for the replacement video...
vid.src = "http://download.blender.org/peach/bigbuckbunny_movies/BigBuckBunny_320x180.mp4";
// ... and load it
vid.load();
// add event handler for "canplay" to set the time, and then start the video
$("#v").on("canplay",function() {
vid.currentTime = curTime
vid.play();
// remove the event to stop it triggering multiple times
$("#v").off("canplay")
})
}
</script>

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