I am trying to develop some JavaScript code to try and play audio automatically when a page loads. In order to do this successfully, I went into chrome://flags and set the #autoplay-policy to "no gesture is "required". When I did this, I was able to successfully play audio automatically from a regular JavaScript + HTML files. However, when I put this same code into my custom Chrome extension's content.js file, I get this error "Uncaught (in promise) DOMException", which is the same error I was receiving back before I disabled the Chrome flag in my regular JavaScript + HTML files.
const sound = new Audio()
function playSound() {
sound.src = 'audio/dragon.mp3';
sound.play();
}
setTimeout(function () {
playSound();
}, 2000)
This is the code that works on my regular JavaScript + HTML web page after I changed the #autoplay-policy to no gesture required. When I use this same code in my Chrome extension, it will not play audio automatically.
The overall question is whether or not Chrome flags have an effect on the policies of Chrome extensions? Or if there is something else that is not allowing my audio to play. Because I do not understand why disabling the #autoplay-policy allows my one website to autoplay an MP3 file, but the Chrome extension cannot.
it was fixed by replacing the "sound.src = 'audio/dragon.mp3';"
with "sound.src = chrome.extension.getURL("audio/dragon.mp3");"
Related
I am working on a web application in Javascript playing several mp4 videos in a row. Everything works fine but on Android using Chrome. The first three videos are playing fine but from the fourth when I call video.play() method I get this error in the console : "Uncaught (in promise) DOMException: Failed to load because no supported source was found."
I am sure that all the video sources (blob) are correct because I can load them all in another tab.
I am generating my video element like this :
generate_video_element = function(src) {
var v = document.createElement('video');
v.src = src
v.type = "video/mp4";
return v;
};
I get this error on Android (Chrome only) when I call :
v.play();
It returns me a promise which is pending forever...
Thanks in advance for your help.
The most likely cause of that error, given the information you provide, is that the particular MP4 file is not supported on the Android device you are using.
MP4 is a 'container' specification for video and audio steams and the videos and audios in the container may use different encodings, so some mp4 files may be supported and others may not on a given device or player.
This answer gives an example of debugging this using tools like ffprobe and looking in particular the the 'profile' (essentially a pre-defined set of options available within the encoding) of the h.264 encoding which is often an issue on mobile devices: https://stackoverflow.com/a/47478676/334402
There's the following issue on Chrome on Android:
Calling video.load() on multiple video's at the same time causes some of the loads to hang.
If you then inspect the video.readyState property, you will find the following:
Properly loaded videos have the value set to 4 HAVE_ENOUGH_DATA
Videos that didn't load properly have their value set to 1 HAVE_METADATA
I'm not sure where exactly the load method is being called in your case (source change, or when calling play, or maybe it's just not being called at all), but you should probably try to have videos be loaded one after another and not in parallel.
The next solution I'm investigating:
Download the blob
Set the video.src and call video.load()
Wait for the video.oncanplaythrough event to start loading the next one
Hopefully, this should avoid the issue while still working on other browsers.
In Safari (11), a static audio file loaded into a src via html or javascript works, albeit with the limitations of requiring user input before playing.
ex.
<audio src="static.mp3">
or
var audio = new Audio('static.mp3');
audio.play();
work fine.
However, I need to load audio files from the database, so I was using a controller action like so:
public FileContentResult GetAudio(int audioId)
{
if (!DbContext.Audios.Any(a => a.Id == audioId))
{
return null;
}
var audio = DbContext.Audios.Single(a => a.Id == audioId);
return File(audio.File, "audio/mp3");
}
and set like
<audio src="getaudio?audioId=1">
or
var audio = new Audio('getaudio?audioId=1');
it will not play in MacOS (Safari) or iOS, but works fine in Chrome and Edge (except on iOS). Depending on how I configure things, I get some form of Unhandled Promise error. I've also tried loading into a Web Audio buffer, with the same exact success and failures.
Does anyone have a solution or workaround to load my audio files on Safari?
EDIT
Ok, so on further testing, I discovered that it's not so much whether the files were sent via action or static file, it's how they were saved to the database in the first place. I'm now working to figure out why files I save (as byte[]) and then reload are not recognized by Safari.
OK, so it turns out, I was making the recordings with MediaRecorder, which is a fairly new feature in Chrome and a few other browsers. It didn't matter what format I told it to save as, because only webm is supported. And guess who doesn't support webm format? Safari. Any other browser was picking it up fine, regardless of what incorrect extension I put on the file.
When I find a webm to m4a conversion, I will add it here. I'm sure there are some solutions out there.
In app I can use http://developer.android.com/reference/android/os/PowerManager.WakeLock.html
but is there a way to keep webpage running and prevent from going to sleep?
It would be nice if it runs at least on android.
You can use: https://github.com/richtr/NoSleep.js
Prevent display sleep and enable wake lock in any Android or iOS web browser.
Note that the library has some reliability/performance issues on some platforms/browsers. Users have found solutions that are listed in the issue comments and pull requests, but they have not been added since the repo owner appears not to be active currently.
It's recommended that you check those pull requests (and/or issues) for potential improvements before using in production.
You can use the Wake Lock web API (check support)
https://web.dev/wakelock/
In an app there are a couple of ways you can do it, but I guess you mean just in a mobile web page, viewed in any browser via Android. With normal HTML/Javascript/etc., I really, really doubt it.
It actually may be possible using Flash (on flash-enabled phones with plugins enabled), though, at least in specific circumstances. I say this because, in a test app without the WAKE_LOCK permission, loading this swf file into a WebView caused the following exception on some devices:
java.lang.SecurityException: Neither
user ##### nor current process has
android.permission.WAKE_LOCK
Even if this did work, however, it would run the risk of crashing apps or browsers that did not have the WAKE_LOCK permission. It may be possible due to bad code in the Adobe Flash Player plugin, rather than any intentional functionality.
Play fake looped VIDEO or AUDIO on your page
You can use this a quick example to add a looped video with fake data to your page and prevent mobile device from sleep:
// Create the root video element
var video = document.createElement('video');
video.setAttribute('loop', '');
// Add some styles if needed
video.setAttribute('style', 'position: fixed;');
// A helper to add sources to video
function addSourceToVideo(element, type, dataURI) {
var source = document.createElement('source');
source.src = dataURI;
source.type = 'video/' + type;
element.appendChild(source);
}
// A helper to concat base64
var base64 = function(mimeType, base64) {
return 'data:' + mimeType + ';base64,' + base64;
};
// Add Fake sourced
addSourceToVideo(video,'webm', base64('video/webm', 'GkXfo0AgQoaBAUL3gQFC8oEEQvOBCEKCQAR3ZWJtQoeBAkKFgQIYU4BnQI0VSalmQCgq17FAAw9CQE2AQAZ3aGFtbXlXQUAGd2hhbW15RIlACECPQAAAAAAAFlSua0AxrkAu14EBY8WBAZyBACK1nEADdW5khkAFVl9WUDglhohAA1ZQOIOBAeBABrCBCLqBCB9DtnVAIueBAKNAHIEAAIAwAQCdASoIAAgAAUAmJaQAA3AA/vz0AAA='));
addSourceToVideo(video, 'mp4', base64('video/mp4', 'AAAAHGZ0eXBpc29tAAACAGlzb21pc28ybXA0MQAAAAhmcmVlAAAAG21kYXQAAAGzABAHAAABthADAowdbb9/AAAC6W1vb3YAAABsbXZoZAAAAAB8JbCAfCWwgAAAA+gAAAAAAAEAAAEAAAAAAAAAAAAAAAABAAAAAAAAAAAAAAAAAAAAAQAAAAAAAAAAAAAAAAAAQAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAIAAAIVdHJhawAAAFx0a2hkAAAAD3wlsIB8JbCAAAAAAQAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAABAAAAAAAAAAAAAAAAAAAAAQAAAAAAAAAAAAAAAAAAQAAAAAAIAAAACAAAAAABsW1kaWEAAAAgbWRoZAAAAAB8JbCAfCWwgAAAA+gAAAAAVcQAAAAAAC1oZGxyAAAAAAAAAAB2aWRlAAAAAAAAAAAAAAAAVmlkZW9IYW5kbGVyAAAAAVxtaW5mAAAAFHZtaGQAAAABAAAAAAAAAAAAAAAkZGluZgAAABxkcmVmAAAAAAAAAAEAAAAMdXJsIAAAAAEAAAEcc3RibAAAALhzdHNkAAAAAAAAAAEAAACobXA0dgAAAAAAAAABAAAAAAAAAAAAAAAAAAAAAAAIAAgASAAAAEgAAAAAAAAAAQAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAABj//wAAAFJlc2RzAAAAAANEAAEABDwgEQAAAAADDUAAAAAABS0AAAGwAQAAAbWJEwAAAQAAAAEgAMSNiB9FAEQBFGMAAAGyTGF2YzUyLjg3LjQGAQIAAAAYc3R0cwAAAAAAAAABAAAAAQAAAAAAAAAcc3RzYwAAAAAAAAABAAAAAQAAAAEAAAABAAAAFHN0c3oAAAAAAAAAEwAAAAEAAAAUc3RjbwAAAAAAAAABAAAALAAAAGB1ZHRhAAAAWG1ldGEAAAAAAAAAIWhkbHIAAAAAAAAAAG1kaXJhcHBsAAAAAAAAAAAAAAAAK2lsc3QAAAAjqXRvbwAAABtkYXRhAAAAAQAAAABMYXZmNTIuNzguMw=='));
// Append the video to where ever you need
document.body.appendChild(video);
// Start playing video after any user interaction.
// NOTE: Running video.play() handler without a user action may be blocked by browser.
var playFn = function() {
video.play();
document.body.removeEventListener('touchend', playFn);
};
document.body.addEventListener('touchend', playFn);
If you build a WebViewGold/WebView app on Android (while having the actual webpage/web app in such a wrapper), all these mentioned approaches here will not work. But then you can also do set
PREVENT_SLEEP = TRUE;
in Config.java which should do the trick.
On iOS devices, just refreshing the page in Javascript every few seconds will keep the screen awake. This seems to be the correct strategy, hopefully Android will adopt this in a future version.
Ok, my new website has just gone live, delivered through Google Apps. On a lark, I decided to include a javascript / HTML5 Lunar Lander clone (Martian Lander) which I wrote as an exercise a while back. The game works fine when I open it locally, but when it's delivered through GAE, the sounds don't seem to load on every system. In mobile safari, none of them load. In safari on the desktop, they all load reliably on my computer, but not on some other computers. In Chrome (on the desktop) it seems to work, but in Chrome in iOS, only one sound loads. On the desktop, it always seems to be the same sound which fails to load (explode1.mp3), which is the smallest of the sounds I'm loading. As you can see, if you click that link, the sound downloads fine from the server...
At first the problem seemed to be related to case sensitivity, so I switched the case in the filename, but that fix didn't keep working. This is a problem, as my loading bar is directly tied to how many resources have loaded, so it just sits there waiting for a GET request with no reply... Has anyone experienced anything like this, where a GET receives no reply on a specific resource, but loading the resource directly works fine?
I should say that I'm very new to most of these technologies, so it seems quite likely to me that I just made some novice mistake. Unfortunately, I'm not sure what those novice mistakes would be, seeing as I'm a novice!
Here's the code I use to load the sounds:
function loadSound(soundName) {
var newElement = document.createElement("audio");
newElement.addEventListener("canplaythrough", assetLoaded, false);
document.body.appendChild(newElement);
var audioType = supportedAudioFormat(newElement);
if (audioType == "") {
alert("no audio support");
return;
}
newElement.setAttribute("src", "lander/sounds/" + soundName + "." + audioType);
console.log("loading sound " + newElement.src + "...");
return newElement;
}
and...
function assetLoaded() {
var assetName = this.src;
numAssetsLoaded++;
console.log("loaded asset " + numAssetsLoaded + " (" + assetName + ")");
if (numAssetsLoaded >= numAssetsToLoad) {
shipSpriteSheet.removeEventListener("load", assetLoaded, false);
pointImage.removeEventListener("load", assetLoaded, false);
thrustAudioElement.removeEventListener("canplaythrough", assetLoaded, false);
explosionAudioElement.removeEventListener("canplaythrough", assetLoaded, false);
victoryAudioElement.removeEventListener("canplaythrough", assetLoaded, false);
musicTrackElement.removeEventListener("canplaythrough", assetLoaded, false);
gameState = GAME_STATE_INIT;
}
}
If you take a look at the console output, you'll see that all of the sounds begin loading (particularly explode1.mp3) but don't necessarily finish and call assetLoaded...
UPDATE:
It seems to be the consensus is that I should not be using mp3 (incidentally, I'm already using mp3, AAC, AND ogg, but defaulting to mp3), and also that I should use the Web Audio API. These are both welcome pieces of input, and I will make the necessary changes. However, I still don't have an answer to the original question, which is, "Why does one particular sound not load reliably on desktop while the others load with no problem?" Anybody wanna take a crack at that one? Or is the answer going to be something like, "These things are highly unpredictable, and there's no way to fix it except by switching to a more dependable methodology, like Web Audio API"?
UDATE:
Here's an excerpt from my app.yaml file, which, I gather, helps GAE setup the server.
- url: /(.*\.(mp3|ogg|wav))
static_files: \1
upload: (.*\.(mp3|ogg|wav))
Some things to be aware of:
You shouldn't use MP3 for HTML5 games.
You will need to dual-encode all your sounds to both AAC (.m4a) and Ogg Vorbis (.ogg) to ensure they can be played everywhere, since there is no one format which can be played everywhere.
You must ensure your server has the correct MIME types for the audio files. Some browsers will happily play audio if the server says it has the wrong MIME type; others will fail silently. For AAC and Ogg Vorbis the types are audio/mp4 and audio/ogg respectively.
Most mobile devices can only play one sound at a time, and iOS generally doesn't let you play audio unless it's in a user-initiated input event (such as touchstart).
You'll probably want to use the Web Audio API where supported (Chrome and iOS 6+) since playback is more reliable and polyphonic even on iOS - but note iOS still mutes the Web Audio API until a user input event.
This is not a direct answer to your question why sound is not being played, but more like what you should do with your game sound effects.
For game sound effects I suggest you use HTML5 Web Audio API which gives more control over how sounds are played (pitch of the sound effect, less delay in playback, etc):
http://www.html5rocks.com/en/tutorials/webaudio/intro/
iOS 6+ supports Web Audio https://developer.apple.com/technologies/ios6/
Web audio is not supported in FF yet, but the support is coming
I am doing the following, but it is not playing:
var url = "http://translate.google.com/translate_tts?q=Whatismyname";
audio_obj = new Audio(url);
audio_obj.play();
If I use a URL that ends with .mp3, it plays fine. If I use Google TTS service, then it doesn't play. Could anyone please tell me how to make it work with Google TTS?
To solve this problem, you need to close all Chrome windows, open the chrome window by using the following on command prompt. /path to your chrome.exe/Chrome --no-referrers & This will allow the javascript to use urls that do not end with file extensions.
(from user1401976's comment)