I am trying to implement a feature where my index will auto refresh after one of the auto played videos play. I have tried various scripts yet none seem to work.
var videos = [
'D1sZ_vwqwcE',
'J7IMwop3RHs',
'BC_Ya4cY8RQ',
'HPc8QMycGno',
'JDglMK9sgIQ',
'gHssu4WOHug',
'hgKDu5pp_fU',
'5LILChvqUo4',
'4HVjldqWx4w',
'4UwH97qI0aM'
];
var index=Math.floor(Math.random() * videos.length);
index.onended = function() {
window.open("index.html", "_self");
};
var html='<div class="video-background"><div class="video-foreground"><iframe frameborder="0" src="https://www.youtube.com/embed/' +videos[index] + '?controls=1&showinfo=0&rel=0&autoplay=1&iv_load_policy=3&" allow="autoplay""></iframe></div></div>';
document.write(html);
What isn't working is the refresh script. I'm not sure if I'm linking it to the right variable or something.
var index=Math.floor(Math.random() * videos.length);
index.onended = function() {
window.open("index.html", "_self");
};
note the first line runs fine. It's the next 3 that I don't understand.
(this won't autoplay on chrome unless you hit ctrl+r. Since Chrome changed its autoplay policy.)
Related
This is like the question at:
Sound effects in JavaScript / HTML5
but I'm just seeking a specific answer to the issue of repeatability.
The above question and other similar ones have helpful answers to use the following javascript:
function beep1()
{ var snd = new Audio("file.wav"); // buffers automatically when created
snd.play();
}
or even more self-contained, you can now include a wav in-line, such as:
function beep2()
{ var snd = new Audio("data:audio/wav;base64,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");
snd.play();
}
When I tried these examples, I could only get the sound to play once on my computer. I noticed this was a common complaint in multiple questions, but never saw an answer to it.
The closest thing to an answer was in the referenced question in which #Kornel stated:
To play same sound multiple times, create multiple instances of the Audio object.
You could also set snd.currentTime=0 on the object after it finishes playing.
If this is the key to my puzzle, I don't quite understand it. (I don't know how to destroy / release an audio object.) Can someone show me exactly how to get a button to keep replaying my sound every time it is clicked, either using one of the suggestions of #Kornel or some other way?
Put the sound references outside of the function. Otherwise, each time you call the function, a new sound object is created.
var snd1 = new Audio("file.mp3");
var snd2 = new Audio("data:audio/mpeg;base64,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");
function beep1() {
snd1.play();
}
function beep2() {
snd2.play();
}
beep1();
setInterval(beep2, 300);
We can create audio waveforms with the web audio api.
The following example shows a bip, made of two tones, one is at 233hz for 100ms with a gain of 10DB, the second is at 603Hz with a duration of 200ms, with 3DB of gain.
Both sounds are in a loop of 1500ms, with the help of setInterval.
This is a minimal example, it can't be stopped! (As asked!)
// gain, frequency, duration
let a = new AudioContext()
function k(w,x,y){
console.log("Gain:"+w, "Hz:"+x, "ms:"+y)
v = a.createOscillator()
u = a.createGain()
v.connect(u)
v.frequency.value = x
v.type = "square"
u.connect(a.destination)
u.gain.value = w * 0.01
v.start(a.currentTime)
v.stop(a.currentTime + y *0.001)
}
setInterval(function(){ k(10,233,100); k(3,603,200)}, 1500)
There is ways to create much more complex 8bits songs in few lines, with differents loops of many duration and tones:
let a = new AudioContext()
function k(w,x,y){
console.log("Gain:"+w, "Hz:"+x, "ms:"+y)
let v = a.createOscillator()
let u = a.createGain()
v.connect(u)
v.frequency.value = x
v.type = "square"
u.connect(a.destination)
u.gain.value = w * 0.01
v.start(a.currentTime)
v.stop(a.currentTime + y *0.001)
}
setInterval(function(){ k(10,233,100); k(3,603,200)}, 1000)
setInterval(function(){ k(8,1646,100); k(8,1444,100) }, 500)
setInterval(function(){ k(8,728,100); k(8,728,100) }, 3000)
setInterval(function(){ k(8,728,100); k(8,728,100) }, 3000)
setInterval(function(){ k(8,364,100); k(8,364,100) }, 6000)
setInterval(function(){ k(8,364,100); k(8,157,200) }, 12000)
We can as well set the values in an array, and loop trough it.
With for, for..in, while, do..while, much more complex, but to create patterns, arpeggios, etc.
Someone, one day will enjoy this ;)
What about using the new Audio API. (No Microsoft support!)
var audioContext = AudioContext && new AudioContext();
function beep(amp, freq, ms){//amp:0..100, freq in Hz, ms
if (!audioContext) return;
var osc = audioContext.createOscillator();
var gain = audioContext.createGain();
osc.connect(gain);
osc.value = freq;
gain.connect(audioContext.destination);
gain.gain.value = amp/100;
osc.start(audioContext.currentTime);
osc.stop(audioContext.currentTime+ms/1000);
}
Didn't you try this
Just the HTML5 thing
<audio controls loop>
<source src="horse.ogg" type="audio/ogg">
<source src="horse.mp3" type="audio/mpeg">
Your browser does not support the audio element.
</audio>
I needed an "alert" for a web app that will be used predominately on a mobile device. The new autoplay policy https://developers.google.com/web/updates/2017/09/autoplay-policy-changes, was giving me a problem so I did this...
Top of html code to play the "alert" you need a button so the user interacts with the page and authorizes future use of audio.
<p align="center" id="snd_btn"><button id="allow_alert" class="btn btn-danger" onclick="play_sound();"> Allow Alert </button></p>
Add'l html...................
then later in the script section I have ....
<script>
function play_sound(){
snd.play(); // plays the "1-second-of-silence.mp3"
$("#snd_btn").hide(); // this hides the prompt "Allow Alert"
}
snd = new Audio("sound/1-second-of-silence.mp3");
snd2 = new Audio("sound/PHONERNG.WAV");
the as part of an online event (map coordinates update) this is included in the ajax success function ...
success: function(data){
if(data['badge'] > 0){
$("#vt_badge").html(data['badge']);
snd2.play(); //Plays the "alert" sound
}
}
'''''
</script>
Th "allow alert" button is only there on page load so the user interacts with it, and it plays a sound, "1-second-of-silence.mp3". That satisfies the player's requirement for page interaction, now the actual alert, "PHONERNG.WAV" plays automatically as required.
MrFitz
This works better for me.
Just follow the snippet below
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport"
content="width=device-width, initial-scale=1.0">
<title>Document</title>
</head>
<body>
<h1>Press the Button</h1>
<button onclick="play()">Press Here!</button>
<script>
function play() {
var audio = new Audio(
'https://media.geeksforgeeks.org/wp-content/uploads/20190531135120/beep.mp3');
audio.play();
}
</script>
</body>
</html>
I am trying to use the MediaSource API to append separate WebM videos to a single source.
I found a Github project that was attempting the same thing, where a playlist of WebMs is loaded, and each one is appended as a SourceBuffer. But it was last committed a year ago, and thus out-of-sync with the current spec. So I forked it and updated to the latest API properties/methods, plus some restructuring. Much of the existing code was taken directly from the spec’s examples and Eric Bidelman’s test page.
However, I can not get it to work as expected. I am testing in two browsers, both on Mac OS X 10.9.2: Chrome 35 stable (latest at the time of this writing), and Firefox 30 beta with the flag media.mediasource.enabled set to true in about:config (this feature will not be introduced until FF 25, and current stable is 24).
Here are the problems I’m running into.
Both browsers
I want the video to be, in the end, one long video composed of the 11 WebMs (00.webm, 01.webm, …, 10.webm). Right now, each browser only plays 1 segment of the video.
Chrome
Wildly inconsistent behavior. Seems impossible to reproduce any of these bugs reliably.
Sometimes the video is blank, or has a tall black bar in the middle of it, and is unplayable.
Sometimes the video will load and pause on the first frame of 01.webm.
Sometimes, the video will play a couple of frames of the 02.webm and pause, having only loaded the first three segments.
The Play button is initially grayed out.
Pressing the grayed out Play button produces wildly inconsistent behaviors. Sometimes, it loads a black, unplayable video. Other times, it will play the first segment, then, when you get to the end, it stops, and when you press Play/Pause again, it will load the next segment. Even then, it will sometimes skip over segments and gets stuck on 04.webm. Regardless, it never plays the final segment, even though the console will report going through all of the buffers.
It is honestly different every time. I can’t list them all here.
Known caveats: Chrome does not currently implement sourceBuffer.mode, though I do not know what effect this might have.
Firefox
Only plays 00.webm. Total running time is 0:08, the length of that video.
Video seeking does not work. (This may be expected behavior, as there is nothing actually happening in the onSeeking event handler.)
Video can not be restarted once finished.
My initial theory was that this had to do with mediaSource.sourceBuffers[0].timestampOffset = duration and duration = mediaSource.duration. But I can’t seem to get anything back from mediaSource.duration except for NaN, even though I’m appending new segments.
Completely lost here. Guidance very much appreciated.
EDIT: I uncommented the duration parts of the code, and ran mse_webm_remuxer from Aaron Colwell's Media Source Extension Tools (thanks Adam Hart for the tips) on all of the videos. Voila, no more unpredictable glitches in Chrome! But alas, it still pauses once a media segment ends, and even when you press play, it sometimes gets stuck on one frame.
In Firefox Beta, it doesn’t play past the first segment, responding with:
TypeError: Value being assigned to SourceBuffer.timestampOffset is not a finite floating-point value.
Logging the value of duration returns NaN (but only in FF).
The main problem is with the video files. If you open chrome://media-internals/ you can see error Media segment did not begin with keyframe. Using properly formatted videos, like the one from Eric Bidelman's example (I hope he doesn't get mad that I keep linking directly to that video, but it's the only example video I've found that works), your code does work with the following change in appendNextMediaSegment():
duration = mediaSource.duration;
mediaSource.sourceBuffers[0].timestampOffset = duration;
mediaSource.sourceBuffers[0].appendBuffer(mediaSegment);
You can try Aaron Colwell's Media Source Extension Tools to try to get your videos working, but I've had limited success.
It also seems a little weird that you're looking at the onProgress event before appending segments, but I guess that could work if you only want to append if the video is actually playing. It could make the seekbar act odd since the video length is unknown, but that can be a problem in any case.
I agree with the opinion Adam Hart said. With a webm file, I tried to implement an example like http://html5-demos.appspot.com/static/media-source.html and then made a conclusion that its problem caused the source file I used.
If you have an arrow left, how about trying to use "samplemuxer" introduced at https://developer.mozilla.org/en-US/docs/Web/HTML/DASH_Adaptive_Streaming_for_HTML_5_Video.
In my opinion, samplemuxer is one of encoders like FFMPEG.
I found that the converted file works with mediaSource API. If you will also see it works, please let me know.
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>MediaSource API Demo</title>
</head>
<body>
<h3>Appending .webm video chunks using the Media Source API</h3>
<section>
<video controls autoplay width="320" height="240"></video>
<pre id="log"></pre>
</section>
<script>
//ORIGINAL CODE http://html5-demos.appspot.com/static/media-source.html
var FILE = 'IU_output2.webm';
var NUM_CHUNKS = 5;
var video = document.querySelector('video');
var mediaSource = new MediaSource();
video.src = window.URL.createObjectURL(mediaSource);
function callback(e) {
var sourceBuffer = mediaSource.addSourceBuffer('video/webm; codecs="vorbis,vp8"');
logger.log('mediaSource readyState: ' + this.readyState);
GET(FILE, function(uInt8Array) {
var file = new Blob([uInt8Array], {type: 'video/webm'});
var chunkSize = Math.ceil(file.size / NUM_CHUNKS);
logger.log('num chunks:' + NUM_CHUNKS);
logger.log('chunkSize:' + chunkSize + ', totalSize:' + file.size);
// Slice the video into NUM_CHUNKS and append each to the media element.
var i = 0;
(function readChunk_(i) {
var reader = new FileReader();
// Reads aren't guaranteed to finish in the same order they're started in,
// so we need to read + append the next chunk after the previous reader
// is done (onload is fired).
reader.onload = function(e) {
try {
sourceBuffer.appendBuffer(new Uint8Array(e.target.result));
logger.log('appending chunk:' + i);
}catch(e){
console.log(e);
}
if (i == NUM_CHUNKS - 1) {
if(!sourceBuffer.updating)
mediaSource.endOfStream();
} else {
if (video.paused) {
video.play(); // Start playing after 1st chunk is appended.
}
sourceBuffer.addEventListener('updateend', function(e){
if( i < NUM_CHUNKS - 1 )
readChunk_(++i);
});
} //end if
};
var startByte = chunkSize * i;
var chunk = file.slice(startByte, startByte + chunkSize);
reader.readAsArrayBuffer(chunk);
})(i); // Start the recursive call by self calling.
});
}
mediaSource.addEventListener('sourceopen', callback, false);
// mediaSource.addEventListener('webkitsourceopen', callback, false);
//
// mediaSource.addEventListener('webkitsourceended', function(e) {
// logger.log('mediaSource readyState: ' + this.readyState);
// }, false);
function GET(url, callback) {
var xhr = new XMLHttpRequest();
xhr.open('GET', url, true);
xhr.responseType = 'arraybuffer';
xhr.send();
xhr.onload = function(e) {
if (xhr.status != 200) {
alert("Unexpected status code " + xhr.status + " for " + url);
return false;
}
callback(new Uint8Array(xhr.response));
};
}
</script>
<script>
function Logger(id) {
this.el = document.getElementById('log');
}
Logger.prototype.log = function(msg) {
var fragment = document.createDocumentFragment();
fragment.appendChild(document.createTextNode(msg));
fragment.appendChild(document.createElement('br'));
this.el.appendChild(fragment);
};
Logger.prototype.clear = function() {
this.el.textContent = '';
};
var logger = new Logger('log');
</script>
</body>
</html>
another test code
<!DOCTYPE html>
<html>
<head>
<title>MediaSource API Demo</title>
</head>
<body>
<h3>Appending .webm video chunks using the Media Source API</h3>
<section>
<video controls autoplay width="320" height="240"></video>
<pre id="log"></pre>
</section>
<script>
//ORIGINAL CODE http://html5-demos.appspot.com/static/media-source.html
var FILE = 'IU_output2.webm';
// var FILE = 'test_movie_output.webm';
var NUM_CHUNKS = 10;
var video = document.querySelector('video');
var mediaSource = new MediaSource();
video.src = window.URL.createObjectURL(mediaSource);
function callback(e) {
var sourceBuffer = mediaSource.addSourceBuffer('video/webm; codecs="vorbis,vp8"');
logger.log('mediaSource readyState: ' + this.readyState);
GET(FILE, function(uInt8Array) {
logger.log('byteLength:' + uInt8Array.byteLength );
sourceBuffer.appendBuffer(uInt8Array);
});
}
mediaSource.addEventListener('sourceopen', callback, false);
// mediaSource.addEventListener('webkitsourceopen', callback, false);
//
// mediaSource.addEventListener('webkitsourceended', function(e) {
// logger.log('mediaSource readyState: ' + this.readyState);
// }, false);
function GET(url, callback) {
var xhr = new XMLHttpRequest();
xhr.open('GET', url, true);
xhr.responseType = 'arraybuffer';
xhr.send();
xhr.onload = function(e) {
if (xhr.status != 200) {
alert("Unexpected status code " + xhr.status + " for " + url);
return false;
}
callback(new Uint8Array(xhr.response));
};
}
</script>
<script>
function Logger(id) {
this.el = document.getElementById('log');
}
Logger.prototype.log = function(msg) {
var fragment = document.createDocumentFragment();
fragment.appendChild(document.createTextNode(msg));
fragment.appendChild(document.createElement('br'));
this.el.appendChild(fragment);
};
Logger.prototype.clear = function() {
this.el.textContent = '';
};
var logger = new Logger('log');
</script>
</body>
</html>
Thanks.
I am adding youtube video link in my web application using following JavaScript code.
This is working Fine.
But when Video finishes by default youtube video gives other links divided in small square boxes, I dont want this.
When video finishes then black screen should appear or whatever is the end screen there in video should appear.
Can we do this? If yes then how?
youtubeLoadVideos : function () {
var videos = document.getElementsByClassName("youtube");
for (var i=0; i<videos.length; i++) {
var youtube = videos[i];
var iframe = document.createElement("iframe");
iframe.setAttribute("src", "http://www.youtube.com/embed/" + youtube.id);
// The height and width of the iFrame should be the same as parent
iframe.style.width = youtube.style.width;
iframe.style.height = youtube.style.height;
iframe.style.clear = 'both';
youtube.parentNode.appendChild(iframe, youtube);
//youtube.appendChild(youtube.id);
}
}
iframe.setAttribute("src", "http://www.youtube.com/embed/" + youtube.id + "?rel=0");
Just add ?rel=0 to your URL, or disable "Show suggested videos when the video finishes"
Before I go into the problem I would like to say that this is the first time I'm trying to write javascript using OOP. So please bear with me and guide me if I doing anything wrong.
As title says I am using HTML5 video to play videos in my application and here is the code which I wrote.
I have created an object Screens where I have a video tag.
var Screens = {
getVideoScreen:function(){
return "<div id=\"celebration\"><video id=\"myvideo1\" width=\"300px\" ><source src=\"video/winning.mp4\" type=\"video/mp4\"></video></div> ";
},
getVideoElement:function() {
return $("#celebration");
}
};
This is an object where I actually control video.
var obj = Object.create(Screens);
obj.playVideo = (function() {
var videoFile = "";
var play = false;
function start() {
$("body").append(obj.getVideoScreen());
document.getElementById("myvideo1").play();
document.getElementById("myvideo1").addEventListener("ended",function(){
end(); console.log("end");
}, false);
}
function end() {
obj.getVideoElement().remove();
}
return {
startVideo:function(flag) {
play = flag;
if(play) {
start();
}
else {
end();
}
}
}
})();
I have a button and on click it plays video,
$("#start").click(function() {
obj.playVideo.startVideo(true);
});
This works fine for around 5 to 10 times and later on it doesn't work. Doesn't work mean I get a white screen and video doesn't play. I inspected the page and video tag is there but doesn't play the video. I really don't have any idea about what is going wrong. I saw few posts and that didn't help. Looking ahead for a help....
EDIT :
I am using chrome Version 26.0.1410.64 m. And I'm concerned only about this browser.
You can see this page.
I'm building a mobile site and I'm having trouble playing video on android devices. I can get the video to play but find it erratic. Sometimes it causes the browser to crash, other times the controls aren't responsive. Most of my testing is on the Galaxy S3 and Nexus.
The code is a link that you can click to play the video.
<div id="player"></div>
<?php echo $result_videos[$i]["camera_name"]; ?>
The javascript/jquery mix (not very optimal, so maybe this is the problem):
function DoNav(theUrl)
{
// only add the player if it doesn't yet exist
if($('#myfileplayer').length == 0) {
var mydiv = $("#player");
var myvideo = $("<video id='myfileplayer' src='"+ theUrl + "' width='320' height='240' controls></video>");
mydiv.append(myvideo);
} else {
$('#myfileplayer').attr("src",theUrl);
}
var video = document.getElementById('myfileplayer');
video.addEventListener('click',function(){
video.play();
},false);
}
I'm not sure what else to debug here. Any ideas?
Thanks to #akonsu he mentioned why I would even need the click event listener? Good point, I don't. I remove that and all the weird behavior is gone.
function DoNav(theUrl)
{
// only add the player if it doesn't yet exist
if($('#myfileplayer').length == 0) {
var mydiv = $("#player");
var myvideo = $("<video id='myfileplayer' src='"+ theUrl + "' width='320' height='240' controls></video>");
mydiv.append(myvideo);
} else {
$('#myfileplayer').attr("src",theUrl);
}
}