is it possible to display a html5-video as part of the canvas?
basically the same way as you draw an Image in the canvas.
context.drawVideo(vid, 0, 0);
thanks!
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var video = document.getElementById('video');
video.addEventListener('play', function () {
var $this = this; //cache
(function loop() {
if (!$this.paused && !$this.ended) {
ctx.drawImage($this, 0, 0);
setTimeout(loop, 1000 / 30); // drawing at 30fps
}
})();
}, 0);
I guess the above code is self Explanatory, If not drop a comment below, I will try to explain the above few lines of code
Edit :
here's an online example, just for you :)
Demo
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var video = document.getElementById('video');
// set canvas size = video size when known
video.addEventListener('loadedmetadata', function() {
canvas.width = video.videoWidth;
canvas.height = video.videoHeight;
});
video.addEventListener('play', function() {
var $this = this; //cache
(function loop() {
if (!$this.paused && !$this.ended) {
ctx.drawImage($this, 0, 0);
setTimeout(loop, 1000 / 30); // drawing at 30fps
}
})();
}, 0);
<div id="theater">
<video id="video" src="http://upload.wikimedia.org/wikipedia/commons/7/79/Big_Buck_Bunny_small.ogv" controls></video>
<canvas id="canvas"></canvas>
<label>
<br />Try to play me :)</label>
<br />
</div>
Here's a solution that uses more modern syntax and is less verbose than the ones already provided:
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
const video = document.querySelector("video");
video.addEventListener("play", () => {
function step() {
ctx.drawImage(video, 0, 0, canvas.width, canvas.height);
requestAnimationFrame(step);
}
requestAnimationFrame(step);
});
Some useful links:
MDN Documentation for window.requestAnimationFrame()
Can I use requestAnimationFrame?
Using canvas to display Videos
Displaying a video is much the same as displaying an image. The minor differences are to do with onload events and the fact that you need to render the video every frame or you will only see one frame not the animated frames.
The demo below has some minor differences to the example. A mute function (under the video click mute/sound on to toggle sound) and some error checking to catch IE9+ and Edge if they don't have the correct drivers.
Keeping answers current.
The previous answers by user372551 is out of date (December 2010) and has a flaw in the rendering technique used. It uses the setTimeout and a rate of 33.333..ms which setTimeout will round down to 33ms this will cause the frames to be dropped every two seconds and may drop many more if the video frame rate is any higher than 30. Using setTimeout will also introduce video shearing created because setTimeout can not be synced to the display hardware.
There is currently no reliable method that can determine a videos frame rate unless you know the video frame rate in advance you should display it at the maximum display refresh rate possible on browsers. 60fps
The given top answer was for the time (6 years ago) the best solution as requestAnimationFrame was not widely supported (if at all) but requestAnimationFrame is now standard across the Major browsers and should be used instead of setTimeout to reduce or remove dropped frames, and to prevent shearing.
The example demo.
Loads a video and set it to loop. The video will not play until the you click on it. Clicking again will pause. There is a mute/sound on button under the video. The video is muted by default.
Note users of IE9+ and Edge. You may not be able to play the video format WebM as it needs additional drivers to play the videos. They can be found at tools.google.com Download IE9+ WebM support
// This code is from the example document on stackoverflow documentation. See HTML for link to the example.
// This code is almost identical to the example. Mute has been added and a media source. Also added some error handling in case the media load fails and a link to fix IE9+ and Edge support.
// Code by Blindman67.
// Original source has returns 404
// var mediaSource = "http://video.webmfiles.org/big-buck-bunny_trailer.webm";
// New source from wiki commons. Attribution in the leading credits.
var mediaSource = "http://upload.wikimedia.org/wikipedia/commons/7/79/Big_Buck_Bunny_small.ogv"
var muted = true;
var canvas = document.getElementById("myCanvas"); // get the canvas from the page
var ctx = canvas.getContext("2d");
var videoContainer; // object to hold video and associated info
var video = document.createElement("video"); // create a video element
video.src = mediaSource;
// the video will now begin to load.
// As some additional info is needed we will place the video in a
// containing object for convenience
video.autoPlay = false; // ensure that the video does not auto play
video.loop = true; // set the video to loop.
video.muted = muted;
videoContainer = { // we will add properties as needed
video : video,
ready : false,
};
// To handle errors. This is not part of the example at the moment. Just fixing for Edge that did not like the ogv format video
video.onerror = function(e){
document.body.removeChild(canvas);
document.body.innerHTML += "<h2>There is a problem loading the video</h2><br>";
document.body.innerHTML += "Users of IE9+ , the browser does not support WebM videos used by this demo";
document.body.innerHTML += "<br><a href='https://tools.google.com/dlpage/webmmf/'> Download IE9+ WebM support</a> from tools.google.com<br> this includes Edge and Windows 10";
}
video.oncanplay = readyToPlayVideo; // set the event to the play function that
// can be found below
function readyToPlayVideo(event){ // this is a referance to the video
// the video may not match the canvas size so find a scale to fit
videoContainer.scale = Math.min(
canvas.width / this.videoWidth,
canvas.height / this.videoHeight);
videoContainer.ready = true;
// the video can be played so hand it off to the display function
requestAnimationFrame(updateCanvas);
// add instruction
document.getElementById("playPause").textContent = "Click video to play/pause.";
document.querySelector(".mute").textContent = "Mute";
}
function updateCanvas(){
ctx.clearRect(0,0,canvas.width,canvas.height);
// only draw if loaded and ready
if(videoContainer !== undefined && videoContainer.ready){
// find the top left of the video on the canvas
video.muted = muted;
var scale = videoContainer.scale;
var vidH = videoContainer.video.videoHeight;
var vidW = videoContainer.video.videoWidth;
var top = canvas.height / 2 - (vidH /2 ) * scale;
var left = canvas.width / 2 - (vidW /2 ) * scale;
// now just draw the video the correct size
ctx.drawImage(videoContainer.video, left, top, vidW * scale, vidH * scale);
if(videoContainer.video.paused){ // if not playing show the paused screen
drawPayIcon();
}
}
// all done for display
// request the next frame in 1/60th of a second
requestAnimationFrame(updateCanvas);
}
function drawPayIcon(){
ctx.fillStyle = "black"; // darken display
ctx.globalAlpha = 0.5;
ctx.fillRect(0,0,canvas.width,canvas.height);
ctx.fillStyle = "#DDD"; // colour of play icon
ctx.globalAlpha = 0.75; // partly transparent
ctx.beginPath(); // create the path for the icon
var size = (canvas.height / 2) * 0.5; // the size of the icon
ctx.moveTo(canvas.width/2 + size/2, canvas.height / 2); // start at the pointy end
ctx.lineTo(canvas.width/2 - size/2, canvas.height / 2 + size);
ctx.lineTo(canvas.width/2 - size/2, canvas.height / 2 - size);
ctx.closePath();
ctx.fill();
ctx.globalAlpha = 1; // restore alpha
}
function playPauseClick(){
if(videoContainer !== undefined && videoContainer.ready){
if(videoContainer.video.paused){
videoContainer.video.play();
}else{
videoContainer.video.pause();
}
}
}
function videoMute(){
muted = !muted;
if(muted){
document.querySelector(".mute").textContent = "Mute";
}else{
document.querySelector(".mute").textContent= "Sound on";
}
}
// register the event
canvas.addEventListener("click",playPauseClick);
document.querySelector(".mute").addEventListener("click",videoMute)
body {
font :14px arial;
text-align : center;
background : #36A;
}
h2 {
color : white;
}
canvas {
border : 10px white solid;
cursor : pointer;
}
a {
color : #F93;
}
.mute {
cursor : pointer;
display: initial;
}
<h2>Basic Video & canvas example</h2>
<p>Code example from Stackoverflow Documentation HTML5-Canvas<br>
Basic loading and playing a video on the canvas</p>
<canvas id="myCanvas" width = "532" height ="300" ></canvas><br>
<h3><div id = "playPause">Loading content.</div></h3>
<div class="mute"></div><br>
<div style="font-size:small">Attribution in the leading credits.</div><br>
Canvas extras
Using the canvas to render video gives you additional options in regard to displaying and mixing in fx. The following image shows some of the FX you can get using the canvas. Using the 2D API gives a huge range of creative possibilities.
Image relating to answer Fade canvas video from greyscale to color
See video title in above demo for attribution of content in above inmage.
You need to update currentTime video element and then draw the frame in canvas. Don't init play() event on the video.
You can also use for ex. this plugin https://github.com/tstabla/stVideo
I started with the answer from 2018 about requestAnimationFrame. However, it has three problems.
unnecessarily complex
there is a new way to handle this task (since about 2020)
attaching an event listener to the play event invites performance issues
First, the event listener can simply be connected to the function that does your desired processing and schedules the next call to itself. There's no need to wrap it in an anonymous function with another call to requestAnimationFrame.
Second, don't use requestAnimationFrame. That function schedules the next call to your callback as quickly as the browser can handle (generally 60Hz), which results in a significant processing workload. video.requestVideoFrameCallback only calls your callback when the video proceeds to its next frame. This reduces the workload when a video runs at less than 60 FPS and obviates the need for any processing at all while the video isn't playing, significantly improving performance.
Third, an event listener attached to the play event will fire whenever you tell the video to video.play(), which you'll do every time you load a new video into the video element and tell it to start playing, and also when you resume playback after using video.pause(). Thus, the video is drawn on the canvas (plus whatever other processing you're doing) once for each time the video has been told to play(), which quickly accumulates.
If you're sure you'll only be playing one video which you'd like to pause and resume, you can toggle play/pause by changing the playback rate, e.g. video.playbackRate = !video.playbackRate. If you'll be loading multiple videos into this element, it's better to forego the play event listener entirely and insert a manual call to step() when you load your first video to get that started. Note that this is active on the video element, not on specific loaded videos, so you'll need to either set and check a flag to ensure that you only call step() when loading the first video, or cancel any active video frame request before making a new one (shown below).
let animation_handle;
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
const video = document.querySelector("video");
video.addEventListener('loadeddata', video_load_callback, false);
function video_load_callback() {
video.cancelVideoFrameCallback(animation_handle);
step()
}
function step() { // update the canvas when a video proceeds to next frame
ctx.drawImage(video, 0, 0, canvas.width, canvas.height);
animation_handle = video.requestVideoFrameCallback(step);
}
Related
is it possible to display a html5-video as part of the canvas?
basically the same way as you draw an Image in the canvas.
context.drawVideo(vid, 0, 0);
thanks!
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var video = document.getElementById('video');
video.addEventListener('play', function () {
var $this = this; //cache
(function loop() {
if (!$this.paused && !$this.ended) {
ctx.drawImage($this, 0, 0);
setTimeout(loop, 1000 / 30); // drawing at 30fps
}
})();
}, 0);
I guess the above code is self Explanatory, If not drop a comment below, I will try to explain the above few lines of code
Edit :
here's an online example, just for you :)
Demo
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var video = document.getElementById('video');
// set canvas size = video size when known
video.addEventListener('loadedmetadata', function() {
canvas.width = video.videoWidth;
canvas.height = video.videoHeight;
});
video.addEventListener('play', function() {
var $this = this; //cache
(function loop() {
if (!$this.paused && !$this.ended) {
ctx.drawImage($this, 0, 0);
setTimeout(loop, 1000 / 30); // drawing at 30fps
}
})();
}, 0);
<div id="theater">
<video id="video" src="http://upload.wikimedia.org/wikipedia/commons/7/79/Big_Buck_Bunny_small.ogv" controls></video>
<canvas id="canvas"></canvas>
<label>
<br />Try to play me :)</label>
<br />
</div>
Here's a solution that uses more modern syntax and is less verbose than the ones already provided:
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
const video = document.querySelector("video");
video.addEventListener("play", () => {
function step() {
ctx.drawImage(video, 0, 0, canvas.width, canvas.height);
requestAnimationFrame(step);
}
requestAnimationFrame(step);
});
Some useful links:
MDN Documentation for window.requestAnimationFrame()
Can I use requestAnimationFrame?
Using canvas to display Videos
Displaying a video is much the same as displaying an image. The minor differences are to do with onload events and the fact that you need to render the video every frame or you will only see one frame not the animated frames.
The demo below has some minor differences to the example. A mute function (under the video click mute/sound on to toggle sound) and some error checking to catch IE9+ and Edge if they don't have the correct drivers.
Keeping answers current.
The previous answers by user372551 is out of date (December 2010) and has a flaw in the rendering technique used. It uses the setTimeout and a rate of 33.333..ms which setTimeout will round down to 33ms this will cause the frames to be dropped every two seconds and may drop many more if the video frame rate is any higher than 30. Using setTimeout will also introduce video shearing created because setTimeout can not be synced to the display hardware.
There is currently no reliable method that can determine a videos frame rate unless you know the video frame rate in advance you should display it at the maximum display refresh rate possible on browsers. 60fps
The given top answer was for the time (6 years ago) the best solution as requestAnimationFrame was not widely supported (if at all) but requestAnimationFrame is now standard across the Major browsers and should be used instead of setTimeout to reduce or remove dropped frames, and to prevent shearing.
The example demo.
Loads a video and set it to loop. The video will not play until the you click on it. Clicking again will pause. There is a mute/sound on button under the video. The video is muted by default.
Note users of IE9+ and Edge. You may not be able to play the video format WebM as it needs additional drivers to play the videos. They can be found at tools.google.com Download IE9+ WebM support
// This code is from the example document on stackoverflow documentation. See HTML for link to the example.
// This code is almost identical to the example. Mute has been added and a media source. Also added some error handling in case the media load fails and a link to fix IE9+ and Edge support.
// Code by Blindman67.
// Original source has returns 404
// var mediaSource = "http://video.webmfiles.org/big-buck-bunny_trailer.webm";
// New source from wiki commons. Attribution in the leading credits.
var mediaSource = "http://upload.wikimedia.org/wikipedia/commons/7/79/Big_Buck_Bunny_small.ogv"
var muted = true;
var canvas = document.getElementById("myCanvas"); // get the canvas from the page
var ctx = canvas.getContext("2d");
var videoContainer; // object to hold video and associated info
var video = document.createElement("video"); // create a video element
video.src = mediaSource;
// the video will now begin to load.
// As some additional info is needed we will place the video in a
// containing object for convenience
video.autoPlay = false; // ensure that the video does not auto play
video.loop = true; // set the video to loop.
video.muted = muted;
videoContainer = { // we will add properties as needed
video : video,
ready : false,
};
// To handle errors. This is not part of the example at the moment. Just fixing for Edge that did not like the ogv format video
video.onerror = function(e){
document.body.removeChild(canvas);
document.body.innerHTML += "<h2>There is a problem loading the video</h2><br>";
document.body.innerHTML += "Users of IE9+ , the browser does not support WebM videos used by this demo";
document.body.innerHTML += "<br><a href='https://tools.google.com/dlpage/webmmf/'> Download IE9+ WebM support</a> from tools.google.com<br> this includes Edge and Windows 10";
}
video.oncanplay = readyToPlayVideo; // set the event to the play function that
// can be found below
function readyToPlayVideo(event){ // this is a referance to the video
// the video may not match the canvas size so find a scale to fit
videoContainer.scale = Math.min(
canvas.width / this.videoWidth,
canvas.height / this.videoHeight);
videoContainer.ready = true;
// the video can be played so hand it off to the display function
requestAnimationFrame(updateCanvas);
// add instruction
document.getElementById("playPause").textContent = "Click video to play/pause.";
document.querySelector(".mute").textContent = "Mute";
}
function updateCanvas(){
ctx.clearRect(0,0,canvas.width,canvas.height);
// only draw if loaded and ready
if(videoContainer !== undefined && videoContainer.ready){
// find the top left of the video on the canvas
video.muted = muted;
var scale = videoContainer.scale;
var vidH = videoContainer.video.videoHeight;
var vidW = videoContainer.video.videoWidth;
var top = canvas.height / 2 - (vidH /2 ) * scale;
var left = canvas.width / 2 - (vidW /2 ) * scale;
// now just draw the video the correct size
ctx.drawImage(videoContainer.video, left, top, vidW * scale, vidH * scale);
if(videoContainer.video.paused){ // if not playing show the paused screen
drawPayIcon();
}
}
// all done for display
// request the next frame in 1/60th of a second
requestAnimationFrame(updateCanvas);
}
function drawPayIcon(){
ctx.fillStyle = "black"; // darken display
ctx.globalAlpha = 0.5;
ctx.fillRect(0,0,canvas.width,canvas.height);
ctx.fillStyle = "#DDD"; // colour of play icon
ctx.globalAlpha = 0.75; // partly transparent
ctx.beginPath(); // create the path for the icon
var size = (canvas.height / 2) * 0.5; // the size of the icon
ctx.moveTo(canvas.width/2 + size/2, canvas.height / 2); // start at the pointy end
ctx.lineTo(canvas.width/2 - size/2, canvas.height / 2 + size);
ctx.lineTo(canvas.width/2 - size/2, canvas.height / 2 - size);
ctx.closePath();
ctx.fill();
ctx.globalAlpha = 1; // restore alpha
}
function playPauseClick(){
if(videoContainer !== undefined && videoContainer.ready){
if(videoContainer.video.paused){
videoContainer.video.play();
}else{
videoContainer.video.pause();
}
}
}
function videoMute(){
muted = !muted;
if(muted){
document.querySelector(".mute").textContent = "Mute";
}else{
document.querySelector(".mute").textContent= "Sound on";
}
}
// register the event
canvas.addEventListener("click",playPauseClick);
document.querySelector(".mute").addEventListener("click",videoMute)
body {
font :14px arial;
text-align : center;
background : #36A;
}
h2 {
color : white;
}
canvas {
border : 10px white solid;
cursor : pointer;
}
a {
color : #F93;
}
.mute {
cursor : pointer;
display: initial;
}
<h2>Basic Video & canvas example</h2>
<p>Code example from Stackoverflow Documentation HTML5-Canvas<br>
Basic loading and playing a video on the canvas</p>
<canvas id="myCanvas" width = "532" height ="300" ></canvas><br>
<h3><div id = "playPause">Loading content.</div></h3>
<div class="mute"></div><br>
<div style="font-size:small">Attribution in the leading credits.</div><br>
Canvas extras
Using the canvas to render video gives you additional options in regard to displaying and mixing in fx. The following image shows some of the FX you can get using the canvas. Using the 2D API gives a huge range of creative possibilities.
Image relating to answer Fade canvas video from greyscale to color
See video title in above demo for attribution of content in above inmage.
You need to update currentTime video element and then draw the frame in canvas. Don't init play() event on the video.
You can also use for ex. this plugin https://github.com/tstabla/stVideo
I started with the answer from 2018 about requestAnimationFrame. However, it has three problems.
unnecessarily complex
there is a new way to handle this task (since about 2020)
attaching an event listener to the play event invites performance issues
First, the event listener can simply be connected to the function that does your desired processing and schedules the next call to itself. There's no need to wrap it in an anonymous function with another call to requestAnimationFrame.
Second, don't use requestAnimationFrame. That function schedules the next call to your callback as quickly as the browser can handle (generally 60Hz), which results in a significant processing workload. video.requestVideoFrameCallback only calls your callback when the video proceeds to its next frame. This reduces the workload when a video runs at less than 60 FPS and obviates the need for any processing at all while the video isn't playing, significantly improving performance.
Third, an event listener attached to the play event will fire whenever you tell the video to video.play(), which you'll do every time you load a new video into the video element and tell it to start playing, and also when you resume playback after using video.pause(). Thus, the video is drawn on the canvas (plus whatever other processing you're doing) once for each time the video has been told to play(), which quickly accumulates.
If you're sure you'll only be playing one video which you'd like to pause and resume, you can toggle play/pause by changing the playback rate, e.g. video.playbackRate = !video.playbackRate. If you'll be loading multiple videos into this element, it's better to forego the play event listener entirely and insert a manual call to step() when you load your first video to get that started. Note that this is active on the video element, not on specific loaded videos, so you'll need to either set and check a flag to ensure that you only call step() when loading the first video, or cancel any active video frame request before making a new one (shown below).
let animation_handle;
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
const video = document.querySelector("video");
video.addEventListener('loadeddata', video_load_callback, false);
function video_load_callback() {
video.cancelVideoFrameCallback(animation_handle);
step()
}
function step() { // update the canvas when a video proceeds to next frame
ctx.drawImage(video, 0, 0, canvas.width, canvas.height);
animation_handle = video.requestVideoFrameCallback(step);
}
Summary
The API I speak about
The context
The problem: Actual result + Expected result
What I already have tried
Clues to help you to help me
Minimal and Testable Example: Prerequisites and Steps to follow + Sources
The API I speak about
https://developer.mozilla.org/en-US/docs/Web/API/MediaRecorder
The context
I have a video element that I load & play several times with different src. Between two different videos, a transition occures and each video appears with a fade in. When a video is playing, I draw it in a canvas with the transition and the fade in.
Everything I draw in the canvas is recorded using the Web API MediaRecorder. Then I download the WEBM file corresponding to this recording.
The problem
Actual result
The resulting WEBM is jerky. When I drew in the canvas, the drawing was fluid. But the WEBM resulting from the recording of the canvas drawing is jerky.
Expected result
The WEBM resulting from the recording of the canvas drawing must be as fluid as the canvas drawing itself. If it's impossible to have exactly this result, then: the WEBM must be approximately as fluid as the canvas drawing itself in a way that we quite can't say it's jerky.
What I have already tried
First, I've tried to set a time slice of 1ms, of 16ms (corresponding to 60fps), of 100ms, then 1000, then 10000, etc. to the method start of the Media Recorder, but it didn't work.
Second, I've tried to call requestData every 16ms (in a simple JS timeoutlistener executed every 16ms), but it didn't work.
Clues to help you to help me
Perhaps I'm wrong but it would be possible that a material limit exist on my computer (I have a HP Spectre x360 that doesn't have graphic card, but just a little graphics chip), or a logical limit on my Chromium browser (I have Version 81.0.4044.138 on my Ubuntu 16.04 LTS).
If you can confirm this it would solve this question. If you can explain how to deal with this problem it would be very good (alternative solution to the Web API Media Recorder, or something else).
Minimal and Testable Example
Prerequisites and Steps to follow
Have at least 2 WEBM videos (which will be the input videos, remember: we want to output a new video that contains the canvas drawing, which itself contains these two input videos plus transitions and colors effects etc.)
Have a HTTP server and a file called "index.html" that you will open with Chromium v.81 e.g.. Copy/paste the following sources inside ; click on the "Start" button (you won't need to click on the "Stop" button) ; it will draw both videos on the canvas, with the transitions & colors effects, it will record the canvas drawing, and a "Download the final output video" will appear, allowing you to download the output video. You will see that it's jerky.
In the following sources, copy/paste the paths of your videos in the JS array called videos.
Sources
<html>
<head>
<title>Creating Final Video</title>
</head>
<body>
<button id="start">Start</button>
<button id="stop_recording">Stop recording</button>
<video id="video" width="320" height="240" controls>
<source type="video/mp4">
</video>
<canvas id="canvas" width=3200 height=1608></canvas>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.5.1/jquery.min.js"></script>
<script>
var videos = []; // Populated by Selenium
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var video = document.querySelector("video");
startRecording();
$('#start').click(function() {
showSomeMedia(0, 0);
});
function showSomeMedia(videos_counter) {
resetVideo();
if(videos_counter == videos.length) {
$('#stop_recording').click();
return;
} else {
setVideoSrc(videos_counter);
setVideoListener();
videos_counter++;
}
video.addEventListener('ended', () => {
showSomeMedia(videos_counter);
}, false);
}
function resetVideo() {
var clone = video.cloneNode(true);
video.remove();
video = clone;
}
function setVideoSrc(videos_counter) {
video.setAttribute("src", videos[videos_counter]);
video.load();
video.play();
}
function setVideoListener() {
var alpha = 0.1;
video.addEventListener('playing', () => {
function step() {
if(alpha < 1) {
ctx.globalAlpha = alpha;
}
ctx.drawImage(video, 0, 0, canvas.width, canvas.height)
requestAnimationFrame(step)
if(alpha < 1) {
alpha += 0.00001;
}
}
requestAnimationFrame(step);
}, false)
}
function startRecording() {
const chunks = [];
const stream = canvas.captureStream();
const rec = new MediaRecorder(stream);
rec.ondataavailable = e => chunks.push(e.data);
$('#stop_recording').click(function() {
rec.stop();
});
rec.onstop = e => exportVid(new Blob(chunks, {type: 'video/webm'}));
window.setTimeout(function() {
rec.requestData();
}, 1);
rec.start();
}
function exportVid(blob) {
const vid = document.createElement('video');
vid.src = URL.createObjectURL(blob);
vid.controls = true;
document.body.appendChild(vid);
const a = document.createElement('a');
a.download = 'my_final_output_video.webm';
a.href = vid.src;
a.textContent = 'Download the final output video';
document.body.appendChild(a);
}
</script>
</body>
</html>
The problem is solved by using my gaming laptop (RoG), wich has a good graphic card, able to record at higher frequency than my Spectre x360 development laptop.
I'm trying to build a very simple animation function. I'm using this tutorial to build my project:
https://www.youtube.com/watch?v=hUCT4b4wa-8
The result after the button is clicked should be a green box moving across the page from left to right. When the button is clicked, nothing happens and I don't get any console errors.
Here's my fiddle:
https://jsfiddle.net/xkhpmrtu/7/
And here's a snippet of my code:
<!DOCTYPE html>
<head>
<meta charset="utf-8" />
<style type="text/css">
canvas {
border: 1px solid #666;
}
</style>
<script type="application/javascript" language="javascript">
function anim(x,y) {
var canvas = document.getElementById('canvas');//reference to canvas element on page
var ctx = canvas.getContext('2d');//establish a 2d context for the canvas element
ctx.save();//save canvas state if required (not required for the tutoriral anaimation, but doesn't hurt the script so it stays for now)
ctx.clearRect(0, 0, 550, 400);//clears the canvas for redrawing the scene.
ctx.fillStyle = "rgba(0,200,0,1)";//coloring the rectangle
ctx.fillRect = (x, 20, 50, 50);//drawing the rectangle
ctx.restore();//this restores the canvas to it's original state when we saved it on (at the time) line 18
x += 5; //increment the x position by some numeric value
var loopTimer = setTimeout('draw('+x+','+y+')', 2000);// setTimeout is a function that
</script>
</head>
<body>
<button onclick="animate(0,0)">Draw</button>
<canvas id="canvas" width="550" height="400"></canvas>
</body>
Any idea what I'm doing wrong?
I just had a look at the tutorial link. I will give if a major thumbs down as it demonstrates how not to animate and how not to do many other things in Javascript.
First the script tag and what is wrong with it
// type and language default to the correct setting for javascrip
// <script type="application/javascript" language="javascript">
<script>
function anim(x,y) {
// get the canvas once. Getting the canvas for each frame of an
// animation will slow everything down. Same for ctx though will not
// create as much of a slowdown it is not needed for each frame
// var canvas = document.getElementById('canvas');
// var ctx = canvas.getContext('2d');
// Dont use save unless you have to. It is not ok to add it if not needed
// ctx.save();
// dont use literal values, canvas may change size
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = "rgba(0,200,0,1)";
// this line is wrong should be ctx.fillRect(x, 20, 50, 50). It is correct in the video
ctx.fillRect = (x, 20, 50, 50);//drawing the rectangle
// restore not needed
//ctx.restore();
x += 5; //increment the x position by some numeric value
// creating a string for a timer is bad. It invokes the parser and is slooowwwwww...
// For animations you should avoid setTimeout altogether and use
// requestAnimationFrame
// var loopTimer = setTimeout('draw('+x+','+y+')', 2000);
requestAnimationFrame(draw);
// you were missing the closing curly.
}
</script>
There is lots more wrong with the tut. It can be excused due to it being near 5 years old. You should look for more up todate tutorials as 5 years is forever in computer technology.
Here is how to do it correctly.
// This script should be at the bottom of the page just befor the closing body tag
// If not you need to use the onload event to start the script.
// define a function that starts the animation
function startAnimation() {
animating = true; // flag we are now animating
x = 10;
y = 10;
// animation will start at next frame or restart at next frame if already running
}
// define the animation function
function anim() {
if (animating) { // only draw if animating
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = "red"; //coloring the rectangle
ctx.fillRect(x, y, 50, 50); //drawing the rectangle
x += xSpeed;
}
// set animation timer for next frame
requestAnimationFrame(anim);
}
// add a click listener to the start button. It calls the supplied function every time you click the button
startAnimButton.addEventListener("click", startAnimation);
const ctx = canvas.getContext('2d'); // get the 2d rendering context
// set up global variables to do the animation
var x, y, animating;
animating = false; // flag we are not animating
const xSpeed = 50 / 60; // Speed is 50 pixels per second at 60fps
// dont slow the animation down via frame rate
// slow it down by reducing speed.
// You only slow frame rate if the machine
// can not handle the load.
// start the animation loop
requestAnimationFrame(anim);
canvas {
border: 1px solid #666;
}
<!-- don't add events inline -->
<button id="startAnimButton">Draw</button>
<canvas id="canvas" width="512" height="128"></canvas>
I want to display a video using the canvas including a play pause function that allows the user to toggle play by clicking on the canvas, I would also like an overlay drawn on top of the video when it is pause. how is this done in javascript?
The canvas can be used to display video from a variety of sources. This example shows how to load a video as a file resource, display it and add a simple click on screen play/pause toggle.
Just an image
A video is just an image as far as the canvas is concerned. You can draw it like any image. The difference being the video can play and has sound.
Get canvas and basic setup
// It is assumed you know how to add a canvas and correctly size it.
var canvas = document.getElementById("myCanvas"); // get the canvas from the page
var ctx = canvas.getContext("2d");
var videoContainer; // object to hold video and associated info
Creating and loading the video
var video = document.createElement("video"); // create a video element
video.src = "urlOffVideo.webm";
// the video will now begin to load.
// As some additional info is needed we will place the video in a
// containing object for convenience
video.autoPlay = false; // ensure that the video does not auto play
video.loop = true; // set the video to loop.
videoContainer = { // we will add properties as needed
video : video,
ready : false,
};
Unlike images elements videos don't have to be fully loaded to be displayed on the canvas. Videos also provide a host of extra events that can be used to monitor status of the video.
In this case we wish to know when the video is ready to play. oncanplay means that enough of the video has loaded to play some of it, but there may not be enough to play to the end.
video.oncanplay = readyToPlayVideo; // set the event to the play function that
// can be found below
Alternatively you can use oncanplaythrough which will fire when enough of the video has loaded so that it can be played to the end.
video.oncanplaythrough = readyToPlayVideo; // set the event to the play function that
// can be found below
Only use one of the canPlay events not both.
The can play event (equivalent to image onload)
function readyToPlayVideo(event){ // this is a referance to the video
// the video may not match the canvas size so find a scale to fit
videoContainer.scale = Math.min(
canvas.width / this.videoWidth,
canvas.height / this.videoHeight);
videoContainer.ready = true;
// the video can be played so hand it off to the display function
requestAnimationFrame(undateCanvas);
}
Displaying
The video will not play itself on the canvas. You need to draw it for every new frame. As it is difficult to know the exact frame rate and when they occur the best approch is to display the video as if running at 60fps. If the frame rate is lower then w just render the same frame twice. If the frame rate is higher then there is nothing that can be don to see the extra frames so we just ignore them.
The video element is just a image element and can be draw like any image, you can scale, rotate, pan the video, mirror it, fade it, clip it and display only parts, draw it twice the second time with a global composite mode to add FX like lighten, screen, etc..
function updateCanvas(){
ctx.clearRect(0,0,canvas.width,canvas.height); // Though not always needed
// you may get bad pixels from
// previous videos so clear to be
// safe
// only draw if loaded and ready
if(videoContainer !== undefined && videoContainer.ready){
// find the top left of the video on the canvas
var scale = videoContainer.scale;
var vidH = videoContainer.video.videoHeight;
var vidW = videoContainer.video.videoWidth;
var top = canvas.height / 2 - (vidH /2 ) * scale;
var left = canvas.width / 2 - (vidW /2 ) * scale;
// now just draw the video the correct size
ctx.drawImage(videoContainer.video, left, top, vidW * scale, vidH * scale);
if(videoContainer.video.paused){ // if not playing show the paused screen
drawPayIcon();
}
}
// all done for display
// request the next frame in 1/60th of a second
requestAnimationFrame(updateCanvas);
}
Basic play pause control
Now we have the video loaded and displayed all we need is the play control. We will make it as a click toggle play on the screen. When the video is playing and the user clicks the video is paused. When paused the click resumes play. We will add a function to darken the video and draw an play icon (triangle)
function drawPayIcon(){
ctx.fillStyle = "black"; // darken display
ctx.globalAlpha = 0.5;
ctx.fillRect(0,0,canvas.width,canvas.height);
ctx.fillStyle = "#DDD"; // colour of play icon
ctx.globalAlpha = 0.75; // partly transparent
ctx.beginPath(); // create the path for the icon
var size = (canvas.height / 2) * 0.5; // the size of the icon
ctx.moveTo(canvas.width/2 + size/2, canvas.height / 2); // start at the pointy end
ctx.lineTo(canvas.width/2 - size/2, canvas.height / 2 + size);
ctx.lineTo(canvas.width/2 - size/2, canvas.height / 2 - size);
ctx.closePath();
ctx.fill();
ctx.globalAlpha = 1; // restore alpha
}
Now the play pause event
function playPauseClick(){
if(videoContainer !== undefined && videoContainer.ready){
if(videoContainer.video.paused){
videoContainer.video.play();
}else{
videoContainer.video.pause();
}
}
}
// register the event
canvas.addEventListener("click",playPauseClick);
Summary
Playing a video is very easy using the canvas, adding effect in real time is also easy. There are however some limitations on formats, how you can play and seek. MDN HTMLMediaElement is the place to get the full referance to the video object.
Once the image has been drawn on the canvas you can use ctx.getImageData to access the pixels it contains. Or you can use canvas.toDataURL to snap a still and download it. (Only if the video is from a trusted source and does not taint the canvas).
Note if the video has sound then playing it will also play the sound.
Happy videoing.
Using canvas to display Videos
Displaying a video is much the same as displaying an image. The minor differences are to do with onload events and the fact that you need to render the video every frame or you will only see one frame not the animated frames.
The demo below has some minor differences to the example. A mute function (under the video click mute/sound on to toggle sound) and some error checking to catch IE9+ and Edge if they don't have the correct drivers. I would have used another format that IE supports but could not find one that was public domain.
Note users of IE9+ and Edge. You may not be able to play the video format WebM as it needs additional drivers to play the videos. They can be found at tools.google.com Download IE9+ WebM support
// This code is from the example document on stackoverflow documentation. See HTML for link to the example.
// This code is almost identical to the example. Mute has been added and a media source. Also added some error handling incase the media load fails and a link to fix IE9+ and Edge suport.
// Code by Blindman67.
var mediaSource = "http://video.webmfiles.org/big-buck-bunny_trailer.webm";
var muted = true;
var canvas = document.getElementById("myCanvas"); // get the canvas from the page
var ctx = canvas.getContext("2d");
var videoContainer; // object to hold video and associated info
var video = document.createElement("video"); // create a video element
video.src = mediaSource;
// the video will now begin to load.
// As some additional info is needed we will place the video in a
// containing object for convenience
video.autoPlay = false; // ensure that the video does not auto play
video.loop = true; // set the video to loop.
video.muted = muted;
videoContainer = { // we will add properties as needed
video : video,
ready : false,
};
// To handle errors. This is not part of the example at the moment. Just fixing for Edge that did not like the ogv format video
video.onerror = function(e){
document.body.removeChild(canvas);
document.body.innerHTML += "<h2>There is a problem loading the video</h2><br>";
document.body.innerHTML += "Users of IE9+ , the browser does not support WebM videos used by this demo";
document.body.innerHTML += "<br><a href='https://tools.google.com/dlpage/webmmf/'> Download IE9+ WebM support</a> from tools.google.com<br> this includes Edge and Windows 10";
}
video.oncanplay = readyToPlayVideo; // set the event to the play function that
// can be found below
function readyToPlayVideo(event){ // this is a referance to the video
// the video may not match the canvas size so find a scale to fit
videoContainer.scale = Math.min(
canvas.width / this.videoWidth,
canvas.height / this.videoHeight);
videoContainer.ready = true;
// the video can be played so hand it off to the display function
requestAnimationFrame(updateCanvas);
// add instruction
document.getElementById("playPause").textContent = "Click video to play/pause.";
document.querySelector(".mute").textContent = "Mute";
}
function updateCanvas(){
ctx.clearRect(0,0,canvas.width,canvas.height);
// only draw if loaded and ready
if(videoContainer !== undefined && videoContainer.ready){
// find the top left of the video on the canvas
video.muted = muted;
var scale = videoContainer.scale;
var vidH = videoContainer.video.videoHeight;
var vidW = videoContainer.video.videoWidth;
var top = canvas.height / 2 - (vidH /2 ) * scale;
var left = canvas.width / 2 - (vidW /2 ) * scale;
// now just draw the video the correct size
ctx.drawImage(videoContainer.video, left, top, vidW * scale, vidH * scale);
if(videoContainer.video.paused){ // if not playing show the paused screen
drawPayIcon();
}
}
// all done for display
// request the next frame in 1/60th of a second
requestAnimationFrame(updateCanvas);
}
function drawPayIcon(){
ctx.fillStyle = "black"; // darken display
ctx.globalAlpha = 0.5;
ctx.fillRect(0,0,canvas.width,canvas.height);
ctx.fillStyle = "#DDD"; // colour of play icon
ctx.globalAlpha = 0.75; // partly transparent
ctx.beginPath(); // create the path for the icon
var size = (canvas.height / 2) * 0.5; // the size of the icon
ctx.moveTo(canvas.width/2 + size/2, canvas.height / 2); // start at the pointy end
ctx.lineTo(canvas.width/2 - size/2, canvas.height / 2 + size);
ctx.lineTo(canvas.width/2 - size/2, canvas.height / 2 - size);
ctx.closePath();
ctx.fill();
ctx.globalAlpha = 1; // restore alpha
}
function playPauseClick(){
if(videoContainer !== undefined && videoContainer.ready){
if(videoContainer.video.paused){
videoContainer.video.play();
}else{
videoContainer.video.pause();
}
}
}
function videoMute(){
muted = !muted;
if(muted){
document.querySelector(".mute").textContent = "Mute";
}else{
document.querySelector(".mute").textContent= "Sound on";
}
}
// register the event
canvas.addEventListener("click",playPauseClick);
document.querySelector(".mute").addEventListener("click",videoMute)
body {
font :14px arial;
text-align : center;
background : #36A;
}
h2 {
color : white;
}
canvas {
border : 10px white solid;
cursor : pointer;
}
a {
color : #F93;
}
.mute {
cursor : pointer;
display: initial;
}
<h2>Basic Video & canvas example</h2>
<p>Code example from Stackoverflow Documentation HTML5-Canvas<br>
Basic loading and playing a video on the canvas</p>
<canvas id="myCanvas" width = "532" height ="300" ></canvas><br>
<h3><div id = "playPause">Loading content.</div></h3>
<div class="mute"></div><br>
is it possible to display a html5-video as part of the canvas?
basically the same way as you draw an Image in the canvas.
context.drawVideo(vid, 0, 0);
thanks!
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var video = document.getElementById('video');
video.addEventListener('play', function () {
var $this = this; //cache
(function loop() {
if (!$this.paused && !$this.ended) {
ctx.drawImage($this, 0, 0);
setTimeout(loop, 1000 / 30); // drawing at 30fps
}
})();
}, 0);
I guess the above code is self Explanatory, If not drop a comment below, I will try to explain the above few lines of code
Edit :
here's an online example, just for you :)
Demo
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var video = document.getElementById('video');
// set canvas size = video size when known
video.addEventListener('loadedmetadata', function() {
canvas.width = video.videoWidth;
canvas.height = video.videoHeight;
});
video.addEventListener('play', function() {
var $this = this; //cache
(function loop() {
if (!$this.paused && !$this.ended) {
ctx.drawImage($this, 0, 0);
setTimeout(loop, 1000 / 30); // drawing at 30fps
}
})();
}, 0);
<div id="theater">
<video id="video" src="http://upload.wikimedia.org/wikipedia/commons/7/79/Big_Buck_Bunny_small.ogv" controls></video>
<canvas id="canvas"></canvas>
<label>
<br />Try to play me :)</label>
<br />
</div>
Here's a solution that uses more modern syntax and is less verbose than the ones already provided:
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
const video = document.querySelector("video");
video.addEventListener("play", () => {
function step() {
ctx.drawImage(video, 0, 0, canvas.width, canvas.height);
requestAnimationFrame(step);
}
requestAnimationFrame(step);
});
Some useful links:
MDN Documentation for window.requestAnimationFrame()
Can I use requestAnimationFrame?
Using canvas to display Videos
Displaying a video is much the same as displaying an image. The minor differences are to do with onload events and the fact that you need to render the video every frame or you will only see one frame not the animated frames.
The demo below has some minor differences to the example. A mute function (under the video click mute/sound on to toggle sound) and some error checking to catch IE9+ and Edge if they don't have the correct drivers.
Keeping answers current.
The previous answers by user372551 is out of date (December 2010) and has a flaw in the rendering technique used. It uses the setTimeout and a rate of 33.333..ms which setTimeout will round down to 33ms this will cause the frames to be dropped every two seconds and may drop many more if the video frame rate is any higher than 30. Using setTimeout will also introduce video shearing created because setTimeout can not be synced to the display hardware.
There is currently no reliable method that can determine a videos frame rate unless you know the video frame rate in advance you should display it at the maximum display refresh rate possible on browsers. 60fps
The given top answer was for the time (6 years ago) the best solution as requestAnimationFrame was not widely supported (if at all) but requestAnimationFrame is now standard across the Major browsers and should be used instead of setTimeout to reduce or remove dropped frames, and to prevent shearing.
The example demo.
Loads a video and set it to loop. The video will not play until the you click on it. Clicking again will pause. There is a mute/sound on button under the video. The video is muted by default.
Note users of IE9+ and Edge. You may not be able to play the video format WebM as it needs additional drivers to play the videos. They can be found at tools.google.com Download IE9+ WebM support
// This code is from the example document on stackoverflow documentation. See HTML for link to the example.
// This code is almost identical to the example. Mute has been added and a media source. Also added some error handling in case the media load fails and a link to fix IE9+ and Edge support.
// Code by Blindman67.
// Original source has returns 404
// var mediaSource = "http://video.webmfiles.org/big-buck-bunny_trailer.webm";
// New source from wiki commons. Attribution in the leading credits.
var mediaSource = "http://upload.wikimedia.org/wikipedia/commons/7/79/Big_Buck_Bunny_small.ogv"
var muted = true;
var canvas = document.getElementById("myCanvas"); // get the canvas from the page
var ctx = canvas.getContext("2d");
var videoContainer; // object to hold video and associated info
var video = document.createElement("video"); // create a video element
video.src = mediaSource;
// the video will now begin to load.
// As some additional info is needed we will place the video in a
// containing object for convenience
video.autoPlay = false; // ensure that the video does not auto play
video.loop = true; // set the video to loop.
video.muted = muted;
videoContainer = { // we will add properties as needed
video : video,
ready : false,
};
// To handle errors. This is not part of the example at the moment. Just fixing for Edge that did not like the ogv format video
video.onerror = function(e){
document.body.removeChild(canvas);
document.body.innerHTML += "<h2>There is a problem loading the video</h2><br>";
document.body.innerHTML += "Users of IE9+ , the browser does not support WebM videos used by this demo";
document.body.innerHTML += "<br><a href='https://tools.google.com/dlpage/webmmf/'> Download IE9+ WebM support</a> from tools.google.com<br> this includes Edge and Windows 10";
}
video.oncanplay = readyToPlayVideo; // set the event to the play function that
// can be found below
function readyToPlayVideo(event){ // this is a referance to the video
// the video may not match the canvas size so find a scale to fit
videoContainer.scale = Math.min(
canvas.width / this.videoWidth,
canvas.height / this.videoHeight);
videoContainer.ready = true;
// the video can be played so hand it off to the display function
requestAnimationFrame(updateCanvas);
// add instruction
document.getElementById("playPause").textContent = "Click video to play/pause.";
document.querySelector(".mute").textContent = "Mute";
}
function updateCanvas(){
ctx.clearRect(0,0,canvas.width,canvas.height);
// only draw if loaded and ready
if(videoContainer !== undefined && videoContainer.ready){
// find the top left of the video on the canvas
video.muted = muted;
var scale = videoContainer.scale;
var vidH = videoContainer.video.videoHeight;
var vidW = videoContainer.video.videoWidth;
var top = canvas.height / 2 - (vidH /2 ) * scale;
var left = canvas.width / 2 - (vidW /2 ) * scale;
// now just draw the video the correct size
ctx.drawImage(videoContainer.video, left, top, vidW * scale, vidH * scale);
if(videoContainer.video.paused){ // if not playing show the paused screen
drawPayIcon();
}
}
// all done for display
// request the next frame in 1/60th of a second
requestAnimationFrame(updateCanvas);
}
function drawPayIcon(){
ctx.fillStyle = "black"; // darken display
ctx.globalAlpha = 0.5;
ctx.fillRect(0,0,canvas.width,canvas.height);
ctx.fillStyle = "#DDD"; // colour of play icon
ctx.globalAlpha = 0.75; // partly transparent
ctx.beginPath(); // create the path for the icon
var size = (canvas.height / 2) * 0.5; // the size of the icon
ctx.moveTo(canvas.width/2 + size/2, canvas.height / 2); // start at the pointy end
ctx.lineTo(canvas.width/2 - size/2, canvas.height / 2 + size);
ctx.lineTo(canvas.width/2 - size/2, canvas.height / 2 - size);
ctx.closePath();
ctx.fill();
ctx.globalAlpha = 1; // restore alpha
}
function playPauseClick(){
if(videoContainer !== undefined && videoContainer.ready){
if(videoContainer.video.paused){
videoContainer.video.play();
}else{
videoContainer.video.pause();
}
}
}
function videoMute(){
muted = !muted;
if(muted){
document.querySelector(".mute").textContent = "Mute";
}else{
document.querySelector(".mute").textContent= "Sound on";
}
}
// register the event
canvas.addEventListener("click",playPauseClick);
document.querySelector(".mute").addEventListener("click",videoMute)
body {
font :14px arial;
text-align : center;
background : #36A;
}
h2 {
color : white;
}
canvas {
border : 10px white solid;
cursor : pointer;
}
a {
color : #F93;
}
.mute {
cursor : pointer;
display: initial;
}
<h2>Basic Video & canvas example</h2>
<p>Code example from Stackoverflow Documentation HTML5-Canvas<br>
Basic loading and playing a video on the canvas</p>
<canvas id="myCanvas" width = "532" height ="300" ></canvas><br>
<h3><div id = "playPause">Loading content.</div></h3>
<div class="mute"></div><br>
<div style="font-size:small">Attribution in the leading credits.</div><br>
Canvas extras
Using the canvas to render video gives you additional options in regard to displaying and mixing in fx. The following image shows some of the FX you can get using the canvas. Using the 2D API gives a huge range of creative possibilities.
Image relating to answer Fade canvas video from greyscale to color
See video title in above demo for attribution of content in above inmage.
You need to update currentTime video element and then draw the frame in canvas. Don't init play() event on the video.
You can also use for ex. this plugin https://github.com/tstabla/stVideo
I started with the answer from 2018 about requestAnimationFrame. However, it has three problems.
unnecessarily complex
there is a new way to handle this task (since about 2020)
attaching an event listener to the play event invites performance issues
First, the event listener can simply be connected to the function that does your desired processing and schedules the next call to itself. There's no need to wrap it in an anonymous function with another call to requestAnimationFrame.
Second, don't use requestAnimationFrame. That function schedules the next call to your callback as quickly as the browser can handle (generally 60Hz), which results in a significant processing workload. video.requestVideoFrameCallback only calls your callback when the video proceeds to its next frame. This reduces the workload when a video runs at less than 60 FPS and obviates the need for any processing at all while the video isn't playing, significantly improving performance.
Third, an event listener attached to the play event will fire whenever you tell the video to video.play(), which you'll do every time you load a new video into the video element and tell it to start playing, and also when you resume playback after using video.pause(). Thus, the video is drawn on the canvas (plus whatever other processing you're doing) once for each time the video has been told to play(), which quickly accumulates.
If you're sure you'll only be playing one video which you'd like to pause and resume, you can toggle play/pause by changing the playback rate, e.g. video.playbackRate = !video.playbackRate. If you'll be loading multiple videos into this element, it's better to forego the play event listener entirely and insert a manual call to step() when you load your first video to get that started. Note that this is active on the video element, not on specific loaded videos, so you'll need to either set and check a flag to ensure that you only call step() when loading the first video, or cancel any active video frame request before making a new one (shown below).
let animation_handle;
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
const video = document.querySelector("video");
video.addEventListener('loadeddata', video_load_callback, false);
function video_load_callback() {
video.cancelVideoFrameCallback(animation_handle);
step()
}
function step() { // update the canvas when a video proceeds to next frame
ctx.drawImage(video, 0, 0, canvas.width, canvas.height);
animation_handle = video.requestVideoFrameCallback(step);
}