Safari is open new window when I play the video - javascript

I create a video tag in javascript and using the canvas to display the video:
const canvas = document.getElementById('canvas');
const ctx2d = canvas.getContext('2d');
const videoElement = document.createElement('video');
videoElement.height = canvas.height;
videoElement.width = canvas.width;
videoElement.playsinline = "playsinline";
videoElement.setAttribute('webkit-playsinline', 'webkit-playsinline');
videoElement.src = '.....';
videoElement.autoplay = false;
videoElement.loop = false;
videoElement.muted = true;
videoElement.addEventListener('play', () => {
(function loop() {
if (videoElement && !videoElement.paused && !videoElement.ended) {
ctx2d.drawImage(videoElement, 0, 0, canvas.width, canvas.height);
setTimeout(loop, 1000 / 30); // drawing at 30fps
}
})();
});
The problem is in my ios device (iphone 11 - safari), when I play the video, ios play the video in new window (fullscreen).
What I need to do to solve that problem? any safari developers here?
This is what I get when I play the video. the fullscreen mode of safari.

Related

Extract frames from specific times from video

I am using video js in my react application. I am streaming video from a video url and not from local machine. I have a video url which I give to my player. I want to capture/Extract some frames from the video
Problem: Let's say I have time-in and time-out give as 20 sec and 30 sec respectively. I want to randomly extract 4 frames between 20 to 30 sec. I don't want it to get extracted when video reaches 20 sec by playing it. I want to extract the frames as soon as the page gets loaded.
Here is what I have tried
async componentDidMount() {
this.init()
timeline_width = document.getElementById("timeline").offsetWidth
let frames = await this.extractFramesFromVideo(this.props.video_reducer.selected_video_file);
}
async extractFramesFromVideo(videoUrl, fps=25) {
return new Promise(async (resolve) => {
// fully download it first (no buffering):
let videoBlob = await fetch(videoUrl).then(r => r.blob());
let videoObjectUrl = URL.createObjectURL(videoBlob);
let video = document.createElement("video");
let seekResolve;
video.addEventListener('seeked', async function() {
if(seekResolve) seekResolve();
});
video.addEventListener('loadeddata', async function() {
let canvas = document.getElementById('prevImgCanvas');
let context = canvas.getContext('2d');
let [w, h] = [video.videoWidth, video.videoHeight]
canvas.width = w;
canvas.height = h;
let frames = [];
let interval = 1 / fps;
let currentTime = 0;
let duration = video.duration;
while(currentTime < duration) {
video.currentTime = currentTime;
await new Promise(r => seekResolve=r);
context.drawImage(video, 0, 0, w, h);
let base64ImageData = canvas.toDataURL();
frames.push(base64ImageData);
currentTime += interval;
}
resolve(frames);
});
// set video src *after* listening to events in case it loads so fast
// that the events occur before we were listening.
video.src = videoObjectUrl;
});
}
But this extracts all the frames of the video. I just want specific frames.
Can someone please suggest a solution to do this?
Let say you have to get still image from the video below,
<video id="video" controls="controls">
<source src=".mp4" />
</video>
<button id="capture">Capture</button>
<div id="output"></div>
Use the following function to get the image from the video before it loads:
(function() {
"use strict";
var video, $output;
var scale = 0.25;
var initialize = function() {
$output = $("#output");
video = $("#video").get(0);
$("#capture").click(captureImage);
};
var captureImage = function() {
var canvas = document.createElement("canvas");
canvas.width = video.videoWidth * scale;
canvas.height = video.videoHeight * scale;
canvas.getContext('2d')
.drawImage(video, 0, 0, canvas.width, canvas.height);
var img = document.createElement("img");
img.src = canvas.toDataURL();
$output.prepend(img);
};
$(initialize);
}());
Thanks to Chris Brandsma, i have used this on wordpress as custom code and made some changes according to my work, so you need to add some code to get random time based images.
You can find this code on: Tutorial Code

JavaScript audio.pause() and audio.play() not working in audio visualizer

I have an audio visualizer to which I'm attempting to add controls. Unfortunately, the problem cannot be easily replicated in a snippet because a special server must be setup to allow frequency access to the audio. However, I'll describe the problem the best I can.
All JavaScript for the project is below. I haven't tried skip functions yet but play/pause doesn't work.
This block handles all the play/pause.
function updatePlayState(){
//console.log(paused)
console.log(audio.paused)
//audio.play();
audio.pause();
console.log(audio.paused)
/*if(!paused){
paused = true;
audio.pause();
console.log(audio.src)
}else{
audio.play();
}*/
}
When I click the button, the console logs false and then true. However, it continues the same behavior after additional clicks. The audio also doesn't pause. The audio object I'm using is global so scope must not be the issue. I'm just wanting to get the audio to pause and then I'll move on to additional functionality.
//initialize global variables...
var audio, canvas, ctx, audioCtx, source, analyser, playlist_index = 0, full_screen = false, paused = false;
var playlist = [
//'http://localhost/audio-visualizer/audio/audio.mp3',
'http://localhost/audio-visualizer/audio/HaxPigMeow.mp3',
'http://localhost/audio-visualizer/audio/4ware.mp3',
'http://localhost/audio-visualizer/audio/Narwhals_song.mp3'
];
//when the page loads...
window.addEventListener('load', function() {
//initialize the canvas...
initializeCanvas();
//initialize audio...
initializeAudio();
//initialize audio analyzer (get frequency information)...
initializeAudioAnalyser();
//initialize audio controls...
initializeAudioControls();
});
//when the window is resized...
window.addEventListener('resize', function() {
resizeCanvas();
});
function initializeCanvas() {
//get the canvas...
canvas = document.getElementById('canvas');
//create a canvas context to draw graphics...
ctx = canvas.getContext('2d');
//resize the canvas to fit the window...
resizeCanvas();
}
function resizeCanvas() {
//set height of canvas...
canvas.width = window.innerWidth;
//set width of canvas...
canvas.height = window.innerHeight;
//set width of context...
ctx.width = window.innerWidth;
//set height of context...
ctx.height = window.innerHeight;
//reset drawing properties...
setCanvasDrawingProperties();
}
function initializeAudio() {
//load the audio...
audio = new Audio(playlist[playlist_index]);
//bypass CORS (Cross Origin Resource Sharing) restrictions...
audio.crossOrigin = 'anonymous';
//when the audio finishes playing; replay...
//audio.loop = true;
//play automatically...
//audio.autoplay = true;
//wait until audio fully loads before playing...
audio.oncanplaythrough = function() {
setTimeout(function() {
window.addEventListener('click',function(e){
audio.play();
//request full screen access...
if(e.target.tagName != 'INPUT'){
var root_element = document.documentElement;
rfs = root_element.requestFullscreen
|| root_element.webkitRequestFullScreen
|| root_element.mozRequestFullScreen
|| root_element.msRequestFullscreen
;
rfs.call(root_element);
}
//show audio controls....
document.getElementById('controlContainer').style.display = 'block';
setTimeout(function(){
document.getElementById('controlContainer').style.opacity = '1';
},500);
//hide the loading message...
document.getElementById('overlayLoadingMessage').style.opacity = '0';
window.setTimeout(function() {
document.getElementById('overlayLoadingMessage').style.display = 'none';
}, 500);
});
}, 1000);
};
audio.addEventListener('ended',function(){
skipForward();
playlist_index++;
if(playlist_index == playlist.length){
playlist_index = 0;
}
audio.src = playlist[playlist_index];
audio.crossOrigin = 'anonymous';
audio.play();
})
}
function initializeAudioControls(){
document.getElementById('skipBack').addEventListener('click',skipTrackBackward);
document.getElementById('skipForward').addEventListener('click',skipTrackForward);
document.getElementById('pause').addEventListener('click',updatePlayState);
function skipTrackForward(){
console.log('skip forward')
}
function skipTrackBackward(){
console.log('skip backward')
}
function updatePlayState(){
//console.log(paused)
console.log(audio.paused)
//audio.play();
audio.pause();
console.log(audio.paused)
/*if(!paused){
paused = true;
audio.pause();
console.log(audio.src)
}else{
audio.play();
}*/
}
}
function initializeAudioAnalyser() {
//create an audio context for browsers (including older webkit)...
if(window.webkitAudioContext){
//an older browser which needs to use the webkit audio constructor...
audioCtx = new window.webkitAudioContext;
}else{
//a newer browser which has full support for the audio context...
audioCtx = new window.AudioContext;
}
//create a new analyser...
analyser = audioCtx.createAnalyser();
//create new media source for the audio context...
source = audioCtx.createMediaElementSource(audio);
//connect the analyser to the source...
source.connect(analyser);
//connect audio output device information to the analyser to gather audio frequencies...
analyser.connect(audioCtx.destination);
//set drawing properties...
setCanvasDrawingProperties();
//let's do this thing (time to animate)...
animate();
}
function setCanvasDrawingProperties() {
//set background color of future drawing...
ctx.fillStyle = '#fff';
//blur radius (50px)...
ctx.shadowBlur = 50;
//shadow color...
ctx.shadowColor = "#ddd";
}
function animate() {
//clear canvas...
ctx.clearRect(0, 0, window.innerWidth, window.innerHeight);
//create new frequency array map...
frequencyBinaryCountArray = new Uint8Array(analyser.frequencyBinCount);
//input frequency data into the array map...
analyser.getByteFrequencyData(frequencyBinaryCountArray);
//calculate radius based on frequency information (uses channel 50 right now)..
var r = frequencyBinaryCountArray[50];
//set x of circle...
var x = (window.innerWidth / 2);
//set y of circle...
var y = (window.innerHeight / 2);
//set start angle (the circumference of the circle)...
var startAngle = 2 * Math.PI;
//set end angle (the end circumference of the circle)...
var endAngle = 0 * Math.PI;
//draw a circle; radius is based on frequency...
//begin the drawing...
ctx.beginPath();
//draw the circle...
ctx.arc(x, y, r, startAngle, endAngle);
//fill the circle with a color...
ctx.fill();
//close the path...
ctx.closePath();
//do it again (appx 60 times per second)...
requestAnimationFrame(animate);
}
Tested in Chrome 67.x (latest version as of this post) on macOS High Sierra.
I was stuck on it a while but, immediately after posting the question, I discovered the global click listener that starts playing the audio was also firing when I clicked the pause button. It was overriding the pause function. To fix it, I moved the audio play inside the e.target tagname exception. However, to prevent future confusion, I added a button to start the visualization rather than a global click event.
Thanks for looking.

Video stuttering when drawn to canvas on Chrome 63

I'm running a loop drawing a playing video onto a canvas. it used to work smoothly until the last chrome update, where now the video is stuttering, jumping 2 frames ahead and then one back. the same code performs smoothly on firefox and opera.
i'm currently testing on chrome 63.0.3239.132.
has anyone stumbled upon this issue?
here's the code i test with:
var canvas, context, video;
function drawingLoop() {
window.requestAnimationFrame(drawingLoop);
context.drawImage(video, 0, 0);
}
canvas = document.createElement('canvas');
document.body.appendChild(canvas);
video = document.createElement('video');
video.addEventListener("loadeddata", function() {
canvas.width = video.videoWidth;
canvas.height = video.videoHeight;
context = canvas.getContext('2d');
video.play();
window.requestAnimationFrame(drawingLoop);
});
video.autoplay = false;
video.src = "http://www.sample-videos.com/video/mp4/720/big_buck_bunny_720p_1mb.mp4";
video.load();

javascript and HTML5 draw video into canvas

I'm trying to draw a video into the canvas in javascript and HTML5 (like an intro video for a game) which is working fine on the web browser but is not working on android, so I'm not sure if I making a mistake somewhere or this is not supported on mobile devices.
Here is the code:
//create canvas and get 2d context
var canvas = document.getElementById('introVid');
var ctx = canvas.getContext('2d');
// allow fullscreen
function fullscreen() {
var el = canvas;
if (el.webkitRequestFullScreen) {
el.webkitRequestFullScreen(); //chrome
} else {
el.mozRequestFullScreen(); //firefox
}
}
canvas.addEventListener("click", fullscreen); //enable fullscreen onClick
//draw the video into canvas
var video = document.getElementById("video");
video.addEventListener('loadeddata', function() {
video.play(); // start playing
update(); //start rendering
});
function update() {
ctx.drawImage(video, 0, 0, 300, 150);
requestAnimationFrame(update); //wait the browser be ready for next frame
};
Here a working demo on fiddle:
http://jsfiddle.net/h1hjp0Lp/122/

Recording speed javascript

I am currently creating a project that supports video recording through my website.
I create a canvas and then push the recorded frames to it. The problem is, when I play the video after its recorded, it plays too fast. A 10 second long video plays in like 2 seconds. I have checked the playbackRate is set to 1. I save the recording to a database and its speeded up there aswell, so it has nothing to do with the browsers videoplayer.
I am relative new to AngularJS and javascript so im sorry if I left something important out.
I have tried changing alot of the values back and forth but I cant seem to find the cause for the problem. Any ideas?
Here is the code for the video recording:
scope.startRecording = function () {
if (mediaStream) {
var video = $('.video-capture')[0];
var canvas = document.createElement('canvas');
canvas.height = video.videoHeight;
canvas.width = video.videoWidth;
ctx = canvas.getContext('2d');
var CANVAS_WIDTH = canvas.width;
var CANVAS_HEIGHT = canvas.height;
function drawVideoFrame(time) {
videoRecorder = requestAnimationFrame(drawVideoFrame);
ctx.drawImage(video, 0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);
recordedFrames.push(canvas.toDataURL('image/webp', 1));
}
videoRecorder = requestAnimationFrame(drawVideoFrame); // Note: not using vendor prefixes!
scope.recording = true;
}
};
scope.stopRecording = function () {
cancelAnimationFrame(videoRecorder); // Note: not using vendor prefixes!
// 2nd param: framerate for the video file.
scope.video.files = Whammy.fromImageArray(recordedFrames, 1000 / 30);
recordedVideoBlob = Whammy.fromImageArray(recordedFrames, 1000 / 30);
scope.videoMode = 'viewRecording';
scope.recording = false;
};
I am guess the culprit is requestAnimationFrame, left on it's own, you cannot tell at what intervals it keeps calling the callback, it can be as high as 60fps.
also looking at your code, I cannot tell how you came to the conclusion that frame rate = 1000/30
my advice( at least for your case) would be to go with $interval,
you can do something like:
scope.frameRate = 10, videoInterval; // the amount I consider ideal for client-side video recording.
scope.startRecording = function () {
if (mediaStream) {
var video = $('.video-capture')[0];
var canvas = document.createElement('canvas');
canvas.height = video.videoHeight;
canvas.width = video.videoWidth;
ctx = canvas.getContext('2d');
var CANVAS_WIDTH = canvas.width;
var CANVAS_HEIGHT = canvas.height;
function drawVideoFrame() {
ctx.drawImage(video, 0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);
recordedFrames.push(canvas.toDataURL('image/webp', 1));
}
videoInterval = $interval(drawVideoFrame, 1000/scope.frameRate);
scope.recording = true;
}
};
scope.stopRecording = function () {
$interval.cancel(videoInterval);
// 2nd param: framerate for the video file.
scope.video.files = Whammy.fromImageArray(recordedFrames, scope.frameRate);
recordedVideoBlob = Whammy.fromImageArray(recordedFrames, scope.frameRate); // you can chage this to some file copy method, so leave out the duplicate processing of images into video.
scope.videoMode = 'viewRecording';
scope.recording = false;
};

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