Can I create a breakable loop with currentTime of JavaScript? - 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>

Related

How to make it so not every sound plays at once when hovering over a card

I tried making character cards, that when hovered over play the character his / her voiceline (only relevant parts shown), but when I hover over a character, they play every voiceline all at once, it's probably a mistake in the javascript, but I just can't figure out how to fix it.
<ul>
<header id="play_1">
<img src="/img/characters/character.png">
<audio>
<source src="/voices/charactervoice.m4a"></source>
</audio>
</header>
</ul>
<ul>
<header id="play_2>
<img src="/img/characters/character2.png">
<audio>
<source src="/voices/charactervoice2.m4a"></source>
</audio>
</header>
</ul>
//javascript:
window.onload=function(){
for (let i = 1; i <= 2; i++){
var playHover = document.getElementById('play_' + i),
audios = document.querySelectorAll('audio');
console.log(audios);
playHover.addEventListener('mouseover', function() {
[].forEach.call(audios, function(audio) {
audio.volume = 0.05;
audio.play();
});
}, false);
}
}
It should only select the audio inside the playHover and not all the audio which is causing all the audio to play at once when hovering a card. You can try it like this (basing on how you written your code)
window.onload=function(){
for (let i = 1; i <= 2; i++){
let playHover = document.querySelector('#play_' + i),
let audio = playHover.querySelector('audio');
playHover.addEventListener('mouseover', function() {
audio.volume = 0.05;
audio.play();
}, false);
}
}
or you can code it like this so whenever you're going to add a header you won't have to edit your loop condition. (Ideally, you should place a class for each header and select that instead so if ever you are going to use the header element for another use, won't have problems with selections):
window.onload=function(){
const headers = document.querySelectorAll('header');
headers.forEach((e) => {
let audio = e.querySelector('audio');
e.addEventListener('mouseover', function() {
audio.volume = 0.05;
audio.play();
}, false);
});
}

having jerks when playing video on mousemove

I am facing a problem with video playback when mousemove function is applied. the function is working but when the video is played it has jerks. I want it to be smooth with an easing function maybe. Please guide me on how to play video without hanging up in between.
const startDrawing = () => {
const video = document.querySelector("video");
let currentFrame = 0
let mediaTime;
let paintCount = 0;
let startTime = 0.0;
let fps = 60
video.pause();
window.addEventListener("mousemove", () => {video.currentTime = video.currentTime + 1/fps});
video.addEventListener("play", () => {
if (!("requestVideoFrameCallback" in HTMLVideoElement.prototype)) {
return alert("Your browser does not support the `Video.requestVideoFrameCallback()` API.");
}
});
};
window.addEventListener("load", startDrawing);
Courtesy of Big Buck Bunny: </br><video width="320" height="240" autoplay="" muted="" loop="" src="https://www.w3schools.com/html/mov_bbb.mp4"></video>
Dont play with frames, Play video in mousemove event else pause the video.

Using 'this.currentTime' to get the time of a video and reset it to the starting point on 'hover out'

I have a video library where I want to dynamically use the Media Fragment time in URL as the poster.
When hovering out, I am trying to reset the video to the initial start - to make sure the poster is at 2 seconds (in this specific example) instead of 0.
this.load works but creates a bad user experience as the whole video loads in again.
My idea is to define the current time as a variable (before the video starts playing) and use it when pausing the video.
However I just get "Uncaught ReferenceError: posterTime is not defined".
<video id="video">
<source src="videourl.mp4#t=2" type="video/mp4">
</video>
const videos = document.querySelectorAll("video")
videos.forEach(video => {
video.addEventListener("mouseover", function () {
var posterTime = this.currentTime;
this.currentTime = 0;
this.play()
})
video.addEventListener("mouseout", function () {
this.currentTime = posterTime;
this.pause();
})
})
Note that I use Webflow and is not very strong with jQuery/Javascript.
My idea is to define the current time as a variable (before the video
starts playing) and use it when pausing the video. However I just get
"Uncaught ReferenceError: posterTime is not defined".
Your idea and code is fine but you made a basic mistake.
Remember: A variable defined inside a function will exist only for that function where it was created.
Use let for internal variables (where possible) and use var for global variables.
solution: Define the variable as global (outside of any functions)...
const videos = document.querySelectorAll("video");
var posterTime = -1; //# global var, with starting value...
videos.forEach(video => {
video.addEventListener("mouseover", function ()
{
posterTime = this.currentTime; //# set time
this.currentTime = 0;
this.play()
})
video.addEventListener("mouseout", function ()
{
this.currentTime = posterTime; //# get time
this.pause();
})
})
As I hover out I need it to show that initial frame again (not the first frame, but the one set in the URL)
Given this requirement you can retrieve the fragment from the URL in the src attribute of the source element and apply it to the currentTime of the video when the mouseleave event occurs:
const videos = document.querySelectorAll("video")
videos.forEach(video => {
video.addEventListener("mouseenter", function() {
this.currentTime = 0;
this.play()
})
video.addEventListener("mouseleave", function() {
let src = this.querySelector('source').src;
let time = (src.split('#')[1] || 't=0').split('=')[1];
this.currentTime = time;
this.pause();
})
})
<video id="video">
<source src="http://grochtdreis.de/fuer-jsfiddle/video/sintel_trailer-480.mp4#t=5" type="video/mp4">
</video>

Count video watch time when close the window

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();
}

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);
}
}

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