Ajax request to pre-download video(s) - javascript

I have been trying to download a video (which will ultimately be from my own resource) and while the video is downloading I want to show a loading message.
Once it is fully downloaded I want to hide the loading icon and have the video ready to be played.
I am having trouble getting the video file and setting it to the video attribute in the HTML. Here is the code I am using...
JS:
var root = 'https://crossorigin.me/http://techslides.com/demos/sample-videos/small.mp4';
function loadVideo() {
$('.loading').show();
$.ajax({
url: root,
method: 'GET'
}).then(function(data) {
$('.loading').hide();
console.log("done");
$('video').attr('src', data);
$("video")[0].load();
//console.log(data);
});
}
HTML:
<div class="loading animated bounce infinite">
Loading
</div>
<video width="320" height="240" controls>
</video>

You don't need an ajax request for this. You could simply set the source of the video element, and then listen to loadeddata. There are 4 different readyStates you can check for. HAVE_ENOUGH_DATA (readyState 4) stands for:
Enough data is available—and the download rate is high enough—that the media can be played through to the end without interruption.
An implementation for this could look like this:
function loadVideo(videoURL, $player) {
$player = $videoObj || $('video');
$('.loading').show();
$player.attr('src', videoURL);
var player = $player[0];
player.addEventListener('loadeddata', function() {
if(player.readyState == 4) {
// or whatever you want to do
// in case the video has enough data
$('.loading').hide();
}
});
}
In case you really need the "complete" state (the 100%), you could use the progress event to determine how much of the video has been buffered, in case the buffer is 100%, the video should be completely loaded.
function loadVideoCompleted(videoURL, $player) {
$player = $videoObj || $('video');
$('.loading').show();
$player.attr('src', videoURL);
var player = $player[0];
player.addEventListener('loadeddata', function() {
var percentageBuffered = 0;
if (player.buffered.length > 0
&& player.buffered.end && player.duration) {
percentageBuffered = player.buffered.end(0) / player.duration;
} else if (player.bytesTotal != undefined &&
player.bytesTotal > 0 && player.bufferedBytes != undefined) {
percentageBuffered = player.bufferedBytes / player.bytesTotal;
}
if (percentageBuffered == 1) {
// or whatever you want to do in case
// 100% of the video has been buffered
$('.loading').hide();
}
});
}

Related

Unable to play canvas streaming in Enablex. What will be canvas Selector here?

I am trying to add a whiteboard in my video chat app for which i am using Enablex's canvas streaming api.
https://developer.enablex.io/video-api/client-api/web-toolkit/advance-features/#start-canvas-streaming
But it is'nt working. Does canvasSelector should be something or just "CanvasElementId"
var CanvasOpt = {
"canvasSelector": "CanvasElementID",
"fps": 23
};
room.startCanvas(CanvasOpt, function(arg) {
if(arg.result == 0) { // Success
}
else { // Error arg.result == 1154 (Frame rate not supported)
}
});
// Participant receives notification, finds stream ID 102 and plays
room.addEventListener("canvas-started", function (event) {
var canvasStream = room.remoteStreams.get(102);
if(canvasStream.stream !== undefined) {
canvasStream.play("PlayerDiv");
}
});

How to prefetch video in a react application?

I have a React app with a component that loads different videos depending on user input. There are only 4 or 5 small videos, so I'd like to pre-fetch all of them when the browser is inactive.
Within my component, I have:
<video src={this.props.video} type="video/mp4" />
In my index.html, I have a line in the head for a video:
<link rel="prefetch" as="video/mp4" href="link/to/my/video.mp4">
However, this doesn't work. Looking at the console, I can see that the video is fetched (with a 200 status) but not stored in the cache (size is 5 Mb for the response, 0 Mb for on disk). When I provide user input and the component needs to display that video, it is fetched again which takes a few seconds.
PS - The reason I'm not trying to use preload on the video element is because preload only works if the page you are looking at has the video in it. In my case, I want to load the videos even if they are not required for the current page.
Update: I made a pen where you can see that the video isn't pre-fetched despite the use of a link tag in the head.
In your situation, you can make an AJAX request and create blob URL from the response of that request.
You can see from my code pen
function playVideo() {
var video = document.getElementById('video')
if (video) {
video.play().then(_ => {
console.log('played!')
});
}
}
function onSuccess(url) {
console.log(url);
var video = document.createElement('VIDEO')
if (!video.src) {
video.id = 'video';
document.body.appendChild(video);
video.src = url
}
}
function onProgress() {
}
function onError() {
}
prefetch_file('https://raw.githubusercontent.com/FilePlayer/test/gh-pages/sw_360_lq.mp4', onSuccess, onProgress, onError)
function prefetch_file(url,
fetched_callback,
progress_callback,
error_callback) {
var xhr = new XMLHttpRequest();
xhr.open("GET", url, true);
xhr.responseType = "blob";
xhr.addEventListener("load", function () {
if (xhr.status === 200) {
var URL = window.URL || window.webkitURL;
var blob_url = URL.createObjectURL(xhr.response);
fetched_callback(blob_url);
} else {
error_callback();
}
}, false);
var prev_pc = 0;
xhr.addEventListener("progress", function (event) {
if (event.lengthComputable) {
var pc = Math.round((event.loaded / event.total) * 100);
if (pc != prev_pc) {
prev_pc = pc;
progress_callback(pc);
}
}
});
xhr.send();
}
The disadvantage of this approach is that it will not work if the video doesn't allow CORS for your site.
Is it really necessary to prefetch all the videos before loading the screen? Even though they are small videos, to preload information that not necessarily will be used is not the only option. Imagine if the user only watch one of the five videos, it means that 80% of all data preloaded was never used. An alternative would be showing a component while you're loading the video, like Netflix does when is searching for options.

how to jump to the next video when current video file is not available?

I am trying to play list of video files stored in a folder one by one but if any of the file is missing or deleted the program will stop but i want it jump to the next video and continue its execution is there any way to catch this error and jump to the next one?
function advanceVideo()
{
video_count++;
if (video_count > num_files) video_count = 1;
videoPlayer.setAttribute("src","video/video"+video_count+".ogg");
video.load();
video.play();
}
I am using the above function for accessing the video file in the folder.
Make use of the various events the <video /> element offers
// function to load the next video (without .play())
function advanceVideo() {
video_count = (video_count + 1) % num_files;
this.setAttribute("src", "video/video" + video_count + ".ogg");
this.load();
}
// if the current video has reached the end, load the next
videoPlayer.addEventListener("ended", advanceVideo);
// if the browser fetched enough data to play the video start playing
videoPlayer.addEventListener("canplay", function() {
this.play();
});
// if an error occured load the next video
videoPlayer.addEventListener("error", advanceVideo);
Update
This should do what you've requested in your comment
var num_files = 2,
playedVideos = 0;
// load next video
function advanceVideo() {
// current video id or -1 if not found
var curId = parseInt((/video(\d+)\.ogg$/.exec(this.src) || [, -1])[1], 10);
// reset if all videos have been played
if (playedVideos == num_files) {
playedVideos = 0;
curId = -1;
}
this.src = "video/video" + (curId + 1) + ".ogg";
this.load();
}
// if the current video has reached the end, load the next
videoPlayer.addEventListener("ended", function() {
playedVideos++;
advanceVideo();
});
// if the browser fetched enough data to play the video start playing
videoPlayer.addEventListener("canplay", function() {
this.play();
});
// if an error occured load the next video
videoPlayer.addEventListener("error", advanceVideo);
If there are less videos to play than num_files indicates, this will end in an "infinite loop" as it will try all videos until curId reaches the value Infinity!
Try using try-catch block:
function advanceVideo()
{
video_count++;
if (video_count > num_files) video_count = 1;
videoPlayer.setAttribute("src","video/video"+video_count+".ogg");
try {
video.load();
video.play();
} catch (e) { }
}

Reset Vimeo player when finished

How can I reset an embed Vimeo video to how it was onload after it's done playing?
The Vimeo API offers an unload method
player.api("unload")
But it isn't working for non-flash players.
Using the Vimeo API, you can add an event for finish to trigger the reload. The Vimeo API includes a method unload(), but it isn't supported in HTML players. Instead, reset the URL in the iframe to return the video to it's original state.
HTML
<iframe src="//player.vimeo.com/video/77984632?api=1" id="video"></iframe>
JS
var iframe = document.getElementById("video"),
player = $f(iframe);
player.addEvent("ready", function() {
player.addEvent('finish', function() {
player.element.src = player.element.src;
});
});
unload() should now work properly across all players.
Variation of Steve Robbins solution, with Vimeo specific solution. You don't have to reach the end of the video, but anytime the user bails out, including clicking on a button:
Simple Javascript solution with Vimeo Library loaded:
https://player.vimeo.com/api/player.js
function ResetVideo()
{
var Field = "iframe-video"; // <iframe id=iframe-video
var iframe = document.getElementById(Field);
var bLoad = LoadVimeoLib(); // Is the Vimeo lib loaded
if(bLoad > 0)
{
var Videoplayer = new Vimeo.Player(iframe);
Videoplayer.pause(); // Pause the video and audio
Videoplayer.setCurrentTime(0); // Reset the video position
// Reset the video back to the iframe
VideoSrc = Videoplayer.element.src; // Save the video source
Videoplayer.element.src = ""; // Empty the source
Videoplayer.element.src = VideoSrc; // Reset the video source
}
}
function LoadVimeoLib()
{
if (typeof jQuery === 'undefined')
{
alert('no jquery installed');
return 0;
}
var scriptlen = jQuery('script[src="https://player.vimeo.com/api/player.js"]').length;
if (scriptlen == 0)
{
jQuery.ajax({
type: "GET",
url: "https://player.vimeo.com/api/player.js",
dataType: "script"
});
}
return 1;
}

HTML5 Audio tag on Safari has a delay

I'm trying to accomplish a simple doodle-like behaviour, where a mp3/ogg sound rings on click, using the html tag. It is supposed to work under Firefox, Safari and Safari iPad is very desireable.
I've tried many approaches and have come down to this:
HTML
<span id="play-blue-note" class="play blue" ></span>
<span id="play-green-note" class="play green" ></span>
<audio id="blue-note" style="display:none" controls preload="auto" autobuffer>
<source src="blue.mp3" />
<source src="blue.ogg" />
<!-- now include flash fall back -->
</audio>
<audio id="green-note" style="display:none" controls preload="auto" autobuffer>
<source src="green.mp3" />
<source src="green.ogg" />
</audio>
JS
function addSource(elem, path) {
$('<source>').attr('src', path).appendTo(elem);
}
$(document).ready(function() {
$('body').delegate('.play', 'click touchstart', function() {
var clicked = $(this).attr('id').split('-')[1];
$('#' + clicked + '-note').get(0).play();
});
});
This seems to work great under Firefox but Safari seems to have a delay whenever you click, even when you click several times and the audio file has loaded. On Safari on iPad it behaves almost unpredictably.
Also, Safari's performance seems to improve when I test locally, I'm guessing Safari is downloading the file each time. Is this possible? How can I avoid this?
Thanks!
On desktop Safari, adding AudioContext fixes the issue:
const AudioContext = window.AudioContext || window.webkitAudioContext;
const audioCtx = new AudioContext();
I found out by accident, so I have no idea why it works, but this removed the delay on my app.
I just answered another iOS/<audio> question a few minutes ago. Seems to apply here as well:
Preloading <audio> and <video> on iOS devices is disabled to save bandwidth.
In Safari on iOS (for all devices, including iPad), where the user may
be on a cellular network and be charged per data unit, preload and
autoplay are disabled. No data is loaded until the user initiates it.
Source: Safari Developer Library
The problem with Safari is that it puts a request every time for the audio file being played. You can try creating an HTML5 cache manifest. Unfortunately my experience has been that you can only add to the cache one audio file at a time. A workaround might be to merge all your audio files sequentially into a single audio file, and start playing at a specific position depending on the sound needed. You can create an interval to track the current play position and pause it once it has reached a certain time stamp.
Read more about creating an HTML5 cache manifest here:
http://www.html5rocks.com/en/tutorials/appcache/beginner/
http://www.whatwg.org/specs/web-apps/current-work/multipage/offline.html
Hope it helps!
HTML5 Audio Delay on Safari iOS (<audio> Element vs AudioContext)
Yes, Safari iOS has an audio delay when using the native <audio> Element ...however this can be overcome by using AudioContext.
My code snippet is based on what I learnt from https://lowlag.alienbill.com/
Please test the functionality on your own iOS device (I tested in iOS 12)
https://fiddle.jshell.net/eLya8fxb/51/show/
Snippet from JS Fiddle
https://jsfiddle.net/eLya8fxb/51/
// Requires jQuery
// Adding:
// Strip down lowLag.js so it only supports audioContext (So no IE11 support (only Edge))
// Add "loop" monkey patch needed for looping audio (my primary usage)
// Add single audio channel - to avoid overlapping audio playback
// Original source: https://lowlag.alienbill.com/lowLag.js
if (!window.console) console = {
log: function() {}
};
var lowLag = new function() {
this.someVariable = undefined;
this.showNeedInit = function() {
lowLag.msg("lowLag: you must call lowLag.init() first!");
}
this.load = this.showNeedInit;
this.play = this.showNeedInit;
this.pause = this.showNeedInit;
this.stop = this.showNeedInit;
this.switch = this.showNeedInit;
this.change = this.showNeedInit;
this.audioContext = undefined;
this.audioContextPendingRequest = {};
this.audioBuffers = {};
this.audioBufferSources = {};
this.currentTag = undefined;
this.currentPlayingTag = undefined;
this.init = function() {
this.msg("init audioContext");
this.load = this.loadSoundAudioContext;
this.play = this.playSoundAudioContext;
this.pause = this.pauseSoundAudioContext;
this.stop = this.stopSoundAudioContext;
this.switch = this.switchSoundAudioContext;
this.change = this.changeSoundAudioContext;
if (!this.audioContext) {
this.audioContext = new(window.AudioContext || window.webkitAudioContext)();
}
}
//we'll use the tag they hand us, or else the url as the tag if it's a single tag,
//or the first url
this.getTagFromURL = function(url, tag) {
if (tag != undefined) return tag;
return lowLag.getSingleURL(url);
}
this.getSingleURL = function(urls) {
if (typeof(urls) == "string") return urls;
return urls[0];
}
//coerce to be an array
this.getURLArray = function(urls) {
if (typeof(urls) == "string") return [urls];
return urls;
}
this.loadSoundAudioContext = function(urls, tag) {
var url = lowLag.getSingleURL(urls);
tag = lowLag.getTagFromURL(urls, tag);
lowLag.msg('webkit/chrome audio loading ' + url + ' as tag ' + tag);
var request = new XMLHttpRequest();
request.open('GET', url, true);
request.responseType = 'arraybuffer';
// Decode asynchronously
request.onload = function() {
// if you want "successLoadAudioFile" to only be called one time, you could try just using Promises (the newer return value for decodeAudioData)
// Ref: https://developer.mozilla.org/en-US/docs/Web/API/BaseAudioContext/decodeAudioData
//Older callback syntax:
//baseAudioContext.decodeAudioData(ArrayBuffer, successCallback, errorCallback);
//Newer promise-based syntax:
//Promise<decodedData> baseAudioContext.decodeAudioData(ArrayBuffer);
// ... however you might want to use a pollfil for browsers that support Promises, but does not yet support decodeAudioData returning a Promise.
// Ref: https://github.com/mohayonao/promise-decode-audio-data
// Ref: https://caniuse.com/#search=Promise
// var retVal = lowLag.audioContext.decodeAudioData(request.response);
// Note: "successLoadAudioFile" is called twice. Once for legacy syntax (success callback), and once for newer syntax (Promise)
var retVal = lowLag.audioContext.decodeAudioData(request.response, successLoadAudioFile, errorLoadAudioFile);
//Newer versions of audioContext return a promise, which could throw a DOMException
if (retVal && typeof retVal.then == 'function') {
retVal.then(successLoadAudioFile).catch(function(e) {
errorLoadAudioFile(e);
urls.shift(); //remove the first url from the array
if (urls.length > 0) {
lowLag.loadSoundAudioContext(urls, tag); //try the next url
}
});
}
};
request.send();
function successLoadAudioFile(buffer) {
lowLag.audioBuffers[tag] = buffer;
if (lowLag.audioContextPendingRequest[tag]) { //a request might have come in, try playing it now
lowLag.playSoundAudioContext(tag);
}
}
function errorLoadAudioFile(e) {
lowLag.msg("Error loading webkit/chrome audio: " + e);
}
}
this.playSoundAudioContext = function(tag) {
var context = lowLag.audioContext;
// if some audio is currently active and hasn't been switched, or you are explicitly asking to play audio that is already active... then see if it needs to be unpaused
// ... if you've switch audio, or are explicitly asking to play new audio (that is not the currently active audio) then skip trying to unpause the audio
if ((lowLag.currentPlayingTag && lowLag.currentTag && lowLag.currentPlayingTag === lowLag.currentTag) || (tag && lowLag.currentPlayingTag && lowLag.currentPlayingTag === tag)) {
// find currently paused audio (suspended) and unpause it (resume)
if (context !== undefined) {
// ref: https://developer.mozilla.org/en-US/docs/Web/API/AudioContext/suspend
if (context.state === 'suspended') {
context.resume().then(function() {
lowLag.msg("playSoundAudioContext resume " + lowLag.currentPlayingTag);
return;
}).catch(function(e) {
lowLag.msg("playSoundAudioContext resume error for " + lowLag.currentPlayingTag + ". Error: " + e);
});
return;
}
}
}
if (tag === undefined) {
tag = lowLag.currentTag;
}
if (lowLag.currentPlayingTag && lowLag.currentPlayingTag === tag) {
// ignore request to play same sound a second time - it's already playing
lowLag.msg("playSoundAudioContext already playing " + tag);
return;
} else {
lowLag.msg("playSoundAudioContext " + tag);
}
var buffer = lowLag.audioBuffers[tag];
if (buffer === undefined) { //possibly not loaded; put in a request to play onload
lowLag.audioContextPendingRequest[tag] = true;
lowLag.msg("playSoundAudioContext pending request " + tag);
return;
}
// need to create a new AudioBufferSourceNode every time...
// you can't call start() on an AudioBufferSourceNode more than once. They're one-time-use only.
var source;
source = context.createBufferSource(); // creates a sound source
source.buffer = buffer; // tell the source which sound to play
source.connect(context.destination); // connect the source to the context's destination (the speakers)
source.loop = true;
lowLag.audioBufferSources[tag] = source;
// find current playing audio and stop it
var sourceOld = lowLag.currentPlayingTag ? lowLag.audioBufferSources[lowLag.currentPlayingTag] : undefined;
if (sourceOld !== undefined) {
if (typeof(sourceOld.noteOff) == "function") {
sourceOld.noteOff(0);
} else {
sourceOld.stop();
}
lowLag.msg("playSoundAudioContext stopped " + lowLag.currentPlayingTag);
lowLag.audioBufferSources[lowLag.currentPlayingTag] = undefined;
lowLag.currentPlayingTag = undefined;
}
// play the new source audio
if (typeof(source.noteOn) == "function") {
source.noteOn(0);
} else {
source.start();
}
lowLag.currentTag = tag;
lowLag.currentPlayingTag = tag;
if (context.state === 'running') {
lowLag.msg("playSoundAudioContext started " + tag);
} else if (context.state === 'suspended') {
/// if the audio context is in a suspended state then unpause (resume)
context.resume().then(function() {
lowLag.msg("playSoundAudioContext started and then resumed " + tag);
}).catch(function(e) {
lowLag.msg("playSoundAudioContext started and then had a resuming error for " + tag + ". Error: " + e);
});
} else if (context.state === 'closed') {
// ignore request to pause sound - it's already closed
lowLag.msg("playSoundAudioContext failed to start, context closed for " + tag);
} else {
lowLag.msg("playSoundAudioContext unknown AudioContext.state for " + tag + ". State: " + context.state);
}
}
this.pauseSoundAudioContext = function() {
// not passing in a "tag" parameter because we are playing all audio in one channel
var tag = lowLag.currentPlayingTag;
var context = lowLag.audioContext;
if (tag === undefined) {
// ignore request to pause sound as nothing is currently playing
lowLag.msg("pauseSoundAudioContext nothing to pause");
return;
}
// find currently playing (running) audio and pause it (suspend)
if (context !== undefined) {
// ref: https://developer.mozilla.org/en-US/docs/Web/API/AudioContext/suspend
if (context.state === 'running') {
lowLag.msg("pauseSoundAudioContext " + tag);
context.suspend().then(function() {
lowLag.msg("pauseSoundAudioContext suspended " + tag);
}).catch(function(e) {
lowLag.msg("pauseSoundAudioContext suspend error for " + tag + ". Error: " + e);
});
} else if (context.state === 'suspended') {
// ignore request to pause sound - it's already suspended
lowLag.msg("pauseSoundAudioContext already suspended " + tag);
} else if (context.state === 'closed') {
// ignore request to pause sound - it's already closed
lowLag.msg("pauseSoundAudioContext already closed " + tag);
} else {
lowLag.msg("pauseSoundAudioContext unknown AudioContext.state for " + tag + ". State: " + context.state);
}
}
}
this.stopSoundAudioContext = function() {
// not passing in a "tag" parameter because we are playing all audio in one channel
var tag = lowLag.currentPlayingTag;
if (tag === undefined) {
// ignore request to stop sound as nothing is currently playing
lowLag.msg("stopSoundAudioContext nothing to stop");
return;
} else {
lowLag.msg("stopSoundAudioContext " + tag);
}
// find current playing audio and stop it
var source = lowLag.audioBufferSources[tag];
if (source !== undefined) {
if (typeof(source.noteOff) == "function") {
source.noteOff(0);
} else {
source.stop();
}
lowLag.msg("stopSoundAudioContext stopped " + tag);
lowLag.audioBufferSources[tag] = undefined;
lowLag.currentPlayingTag = undefined;
}
}
this.switchSoundAudioContext = function(autoplay) {
lowLag.msg("switchSoundAudioContext " + (autoplay ? 'and autoplay' : 'and do not autoplay'));
if (lowLag.currentTag && lowLag.currentTag == 'audio1') {
lowLag.currentTag = 'audio2';
} else {
lowLag.currentTag = 'audio1';
}
if (autoplay) {
lowLag.playSoundAudioContext();
}
}
this.changeSoundAudioContext = function(tag, autoplay) {
lowLag.msg("changeSoundAudioContext to tag " + tag + " " + (autoplay ? 'and autoplay' : 'and do not autoplay'));
if(tag === undefined) {
lowLag.msg("changeSoundAudioContext tag is undefined");
return;
}
lowLag.currentTag = tag;
if (autoplay) {
lowLag.playSoundAudioContext();
}
}
this.msg = function(m) {
m = "-- lowLag " + m;
console.log(m);
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/1.8.0/jquery.min.js"></script>
<script>
// AudioContext
$(document).ready(function() {
lowLag.init();
lowLag.load(['https://coubsecure-s.akamaihd.net/get/b86/p/coub/simple/cw_looped_audio/f0dab49f867/083bf409a75db824122cf/med_1550250381_med.mp3'], 'audio1');
lowLag.load(['https://coubsecure-s.akamaihd.net/get/b173/p/coub/simple/cw_looped_audio/0d5adfff2ee/80432a356484068bb0e15/med_1550254045_med.mp3'], 'audio2');
// starts with audio1
lowLag.changeSoundAudioContext('audio1', false);
});
// ----------------
// Audio Element
$(document).ready(function() {
var $audioElement = $('#audioElement');
var audioEl = $audioElement[0];
var audioSources = {
"audio1": "https://coubsecure-s.akamaihd.net/get/b86/p/coub/simple/cw_looped_audio/f0dab49f867/083bf409a75db824122cf/med_1550250381_med.mp3",
"audio2": "https://coubsecure-s.akamaihd.net/get/b173/p/coub/simple/cw_looped_audio/0d5adfff2ee/80432a356484068bb0e15/med_1550254045_med.mp3"
};
playAudioElement = function() {
audioEl.play();
}
pauseAudioElement = function() {
audioEl.pause();
}
stopAudioElement = function() {
audioEl.pause();
audioEl.currentTime = 0;
}
switchAudioElement = function(autoplay) {
var source = $audioElement.attr('data-source');
if (source && source == 'audio1') {
$audioElement.attr('src', audioSources.audio2);
$audioElement.attr('data-source', 'audio2');
} else {
$audioElement.attr('src', audioSources.audio1);
$audioElement.attr('data-source', 'audio1');
}
if (autoplay) {
audioEl.play();
}
}
changeAudioElement = function(tag, autoplay) {
var source = $audioElement.attr('data-source');
if(tag === undefined || audioSources[tag] === undefined) {
return;
}
$audioElement.attr('src', audioSources[tag]);
$audioElement.attr('data-source', tag);
if (autoplay) {
audioEl.play();
}
}
changeAudioElement('audio1', false); // starts with audio1
});
</script>
<h1>
AudioContext (api)
</h1>
<button onClick="lowLag.play();">Play</button>
<button onClick="lowLag.pause();">Pause</button>
<button onClick="lowLag.stop();">Stop</button>
<button onClick="lowLag.switch(true);">Swtich</button>
<button onClick="lowLag.change('audio1', true);">Play 1</button>
<button onClick="lowLag.change('audio2', true);">Play 2</button>
<hr>
<h1>
Audio Element (api)
</h1>
<audio id="audioElement" controls loop preload="auto" src="">
</audio>
<br>
<button onClick="playAudioElement();">Play</button>
<button onClick="pauseAudioElement();">Pause</button>
<button onClick="stopAudioElement();">Stop</button>
<button onClick="switchAudioElement(true);">Switch</button>
<button onClick="changeAudioElement('audio1', true);">Play 1</button>
<button onClick="changeAudioElement('audio2', true);">Play 2</button>
Apple decided (to save money on celluar) to not pre-load <audio> and <video> HTML elements.
From the Safari Developer Library:
In Safari on iOS (for all devices, including iPad), where the user may
be on a cellular network and be charged per data unit, preload and
autoplay are disabled. No data is loaded until the user initiates it.
This means the JavaScript play() and load() methods are also inactive
until the user initiates playback, unless the play() or load() method
is triggered by user action. In other words, a user-initiated Play
button works, but an onLoad="play()" event does not.
This plays the movie: <input type="button" value="Play" onClick="document.myMovie.play()">
This does nothing on iOS: <body onLoad="document.myMovie.play()">
I don't think you can bypass this restriction, but you might be able to.
Remember: Google is your best friend.
Update: After some experimenting, I found a way to play the <audio> with JavaScript:
var vid = document.createElement("iframe");
vid.setAttribute('src', "http://yoursite.com/yourvideooraudio.mp4"); // replace with actual source
vid.setAttribute('width', '1px');
vid.setAttribute('height', '1px');
vid.setAttribute('scrolling', 'no');
vid.style.border = "0px";
document.body.appendChild(vid);
Note: I only tried with <audio>.
Update 2: jsFiddle here. Seems to work.
Unfortunately, the only way to make it work properly in Safari we need to use WebAudio API, or third-party libs to handle this. Check the source code here (it's not minified)
https://drums-set-js.herokuapp.com/index.html
https://drums-set-js.herokuapp.com/app.js
Same issue. I tried to preload it via different ways. Finally I wrapped animation logic to "playing" callback. So this logic should work only if file loaded and playing started, but as a result I see that animation logic already started, and audio playing with around 2 seconds delay.
It's braking my mind, how it can has delay if audio already called "playing" callback?
Audio Context resolved my issue.
The simplest example I found here
https://developer.mozilla.org/en-US/docs/Web/API/Body/arrayBuffer
getData - preparing your audio file;
then you can play it with source.start(0);
This link missed how to get audioCtx you can copy it here
let audioCtx = new (window.AudioContext || window.webkitAudioContext)();
your audio files are loaded once then cached.. playing the sounds repeatedly, even after page refresh, did not cause further HTTP requests in Safari..
i just had a look at one of your sounds in an audio editor - there was a small amount of silence at the beginning of the file.. this will manifest as latency..
is the Web Audio API a viable option for you?
I am having this same issue. What is odd is that I am preloading the file. But with WiFi it plays fine, but on phone data, there is a long delay before starting. I thought that had something to do with load speeds, but I do not start playing my scene until all images and the audio file are loaded. Any suggestions would be great. (I know this isn't an answer but I thought it better that making a dup post).
I would simply create <audio autoplay /> dom element on click, this works in all major browsers - no need to handle events and trigger play manually
if you want to respond to audio status change manually - I would suggest to listen for play event instead of loadeddata - it's behavior is more consistent in different browsers
If you have a small/short audio file that doesn't require a lot of audio clarity, you can convert the audio file to base64 encoding.
This way the audio file will be text based and doesn't have latency related to downloading the audio file, since iOS downloads the audio pretty much when it's played.
On one hand, it's nice what iOS does to prevent abuse. On the other hand, it's annoying when it gets in the way of legitimate usage.
Here's a base64 encoder for audio files.

Categories

Resources