I'm wondering if we can make audio in html without the tag. perhaps we could have buttons for play and pause but still I don't know how to control volume, etc. I searched up other websites, And couldn't find the answer.
thanks,
Smit
You can use javascript to dynamically edit the attributes of audio.
Here is a list of functions:
myaudio.play(); - This will play the music.
myaudio.pause(); - This will stop the music.
myaudio.duration; - Returns the length of the music track.
myaudio.currentTime = 0; - This will rewind the audio to the beginning.
myaudio.loop = true; - This will make the audio track loop.
myaudio.muted = true; - This will mute the track
Like this there are many functions, please go through the documentation at W3C.
You can use tag to add the audio in your website. It comes with the Controls attribute as well.
This website might be helpful for you:
http://www.webreference.com/js/column20/control.html
Related
I am using Plyr audio player for my Rails app, along with Simulus.js.
I dynamically add audio source when the user clicks on different audio buttons. Then I launch the audio player with the .play() method.
However, the beginning of the track can't be heard. You can try it out on this URL, by taping the first audio player. If you put back the audio cursor to the beginning, then you can hear the very beginning of the track.
Here is my HTML:
<audio class="player" controls data-dicteeModule-target="player">
<source class="player-source" src="<%= dictee_modules.first.audio_url %>" type="audio/mp3" />
</audio>
Here is how I initialize the player:
initialize() {
const players = document.getElementsByClassName('player');
var player = [];
Array.from(players).forEach(function (ele, i) {
player[i] = new Plyr(ele, {
controls: ['progress']
});
});
}
Here is my Stimulus onclick action:
var player = this.playerTarget;
var source = audio.getAttribute("data-audio-source");
var audioSource = player.getElementsByClassName("player-source")[0];
audioSource.src = source;
player.load();
player.addEventListener('canplay', (event) => {
player.play();
});
Any idea why the very beginning of the track is not heard?
Thanks.
This happens to me too on various websites that need to use audio after no audio was used for a while, even on YouTube. I'm using Chrome 104.0.5112.81 on Windows 10.
It's likely a driver issue you can't do much about (assuming YouTube would fix it if they could). It looks like Windows or Chrome ends up dimming the sound way too quickly, and takes too long turning it back on.
Unfortunately I couldn't find anything on Google yet. It seems hard to make Google understand this query, it only returned results about audio preventing PC sleep mode (or other unrelated common issues), no matter how I phrased it. Could also indicate it's just a very obscure issue with one or a few particular drivers.
Is there a 'best way' to play sounds/music on a website? Should I use JS plugin? SWF app or a HTML element? Also I want it to support volume that can be controlled via HTML slider.
If I want to play multiple sounds/music on top of each other do I have to have a 'player' for each one of them or can I have one player playing multiple sounds?
Last time I needed to add sounds to my website was like 10 years ago so I have no idea what techniques people use nowadays.
It's actually very simple. HTML5 makes it easy by introducing the <audio> tag.
This uses the default audio controls:
<audio loop controls><source src="yoursoundhere.mp3" type="audio/mpeg"></audio>
The loop attribute makes it auto-loop. Add the autoplay attribute if you want it to start playing on load. Multiple audio tags play over each other.
Note that this only works with MP3. Otherwise, you need to change the type of file.
If you want a custom slider, here is something you could try:
<audio loop id="audio"><source src="yoursoundhere.mp3" type="audio/mpeg"></audio>
<script>
//When slider value updates.
function updateSlider(){
var audioplayer = document.getElementByID("audio");
var controlvalue = yourHTMLsliderValue();
audioplayer.volume = controlvalue;
}
//First Time.
var audioplayer = document.getElementByID("audio");
var controlvalue = yourHTMLsliderValue();
audioplayer.volume = controlvalue;
</script>
Also note that the supported audio filetypes are .mp3, .ogg, and .wav, and that this only works in HTML5.
I am trying to figure out how to continuously play random audio sound bites, one after another without having them overlap on an HTML page using jquery. I have code that plays random sound bites on a timer, but sometimes they overlap and sometimes there is a pause in between the sounds. I had looked into ended and other EventListeners but I really have no idea what I am doing. Here is a portion my code:
<html>
<audio id="audio1">
<source src="cnn.mp3"></source>
</audio>
<audio id="audio2">
<source src="sonycrackle.mp3"></source>
</audio>
<script src="http://ajax.googleapis.com/ajax/libs/jquery/1/jquery.min.js"></script>
<script type="text/javascript">
$(document).ready(function(){
$('audio').each(function(){
this.volume = 0.6;
});
var tid = setInterval(playIt, 2000);
});
function playIt() {
var n = Math.ceil(Math.random() * 2);
$("#audio"+n).trigger('play');
};
Is there a way to just continuously play these sounds bites one after another right after the previous sound plays? FWIW I have many sound bites but I am just showing two above for reference.
So I dabbled a bit, here's a full pure JavaScript solution.
Should be cross-browser, haven't tested (/lazy). Do tell me if you find bugs though
var collection=[];// final collection of sounds to play
var loadedIndex=0;// horrible way of forcing a load of audio sounds
// remap audios to a buffered collection
function init(audios) {
for(var i=0;i<audios.length;i++) {
var audio = new Audio(audios[i]);
collection.push(audio);
buffer(audio);
}
}
// did I mention it's a horrible way to buffer?
function buffer(audio) {
if(audio.readyState==4)return loaded();
setTimeout(function(){buffer(audio)},100);
}
// check if we're leady to dj this
function loaded() {
loadedIndex++;
if(collection.length==loadedIndex)playLooped();
}
// play and loop after finished
function playLooped() {
var audio=Math.floor(Math.random() * (collection.length));
audio=collection[audio];
audio.play();
setTimeout(playLooped,audio.duration*1000);
}
// the songs to be played!
init([
'http://static1.grsites.com/archive/sounds/background/background005.mp3',
'http://static1.grsites.com/archive/sounds/background/background006.mp3',
'http://static1.grsites.com/archive/sounds/background/background007.mp3'
]);
Some quick suggestions is add the attribute preload="auto" to the audio element and change the script to be $(window).onload instead of document ready. Document ready fires when html is in place but not necessarily when audio and other assets (like images) have loaded.
You could also look into using the AudioBuffer Interface in the new Web Audio API, it's described as "this interface represents a memory-resident audio asset (for one-shot sounds and other short audio clips)." which sounds like what you need. I believe part of the issues you're having (random pauses/delays/sound glitches with the audio element) are one of the reasons why it's being developed.
Read more here:
https://dvcs.w3.org/hg/audio/raw-file/tip/webaudio/specification.html#AudioBuffer
Unfortunately it's only Chrome and lastest Safari supported with Firefox support supposedly in the next 6(ish) months and no word yet on IE support.
My Problem: I would like a user to hear a sound of some sort if a number is over 100.
If (x > 100) { play sound }
How would I go about this using html5/javascript. Is it possible to play sound without having an inline little video clip. The only stuff I've seen thus far has those little quicktime players embedded within the page: http://www.w3schools.com/html/html_sounds.asp
Hopefully there's a better solution? Thanks
Use an <audio> element.
var foo = document.createElement('audio');
foo.src = 'https://dl.dropbox.com/u/8090976/Matrix%20Ring.aiff';
if (x > 100)
{
document.getElementById('foo').play();
}
Demo: http://jsfiddle.net/mattball/ZcRt9/
More reading: http://html5doctor.com/native-audio-in-the-browser
I have a simple auto playing snippet that plays the audio file however I was wondering either in JavaScript or as an attribute play that file at a certain time (ex. 3:26).
<script type="text/javascript">
var myAudio=document.getElementById('audio2')
myAudio.oncanplaythrough=function(){this.play();}
</script>
<audio id="audio2"
preload="auto"
src="file.mp3"
oncanplaythrough="this.play();">
</audio>
Any help would be great. Thanks in advance :)
The best way to do this is to use the Media Fragment URI specification. Using your example, suppose you want to load the audio starting at 3:26 in.
<audio id="audio2"
preload="auto"
src="file.mp3#t=00:03:26"
oncanplaythrough="this.play();">
</audio>
Alternatively, we could just use the number of seconds, like file.mp3#t=206.
You can also set an end time by separating the start from the end times with a comma. file.mp3#t=206,300.5
This method is better than the JavaScript method, as you're hinting to the browser that you only want to load from a certain timestamp. Depending on the file format and server support for ranged requests, it's possible for the browser to download only the data required for playback.
See also:
MDN Documentation - Specifying playback range
W3C Media Fragments URI
A few things... your script will first need to be after the audio tag.
Also you don't need the oncanplaythough attribute on the audio tag since you're using JavaScript to handle this.
Moreover, oncanplaythrough is an event, not a method. Let's add a listener for it, which will instead use canplaythough. Take a look at this:
<audio id="audio2"
preload="auto"
src="http://upload.wikimedia.org/wikipedia/commons/a/a9/Tromboon-sample.ogg" >
<p>Your browser does not support the audio element</p>
</audio>
<script>
myAudio=document.getElementById('audio2');
myAudio.addEventListener('canplaythrough', function() {
this.currentTime = 12;
this.play();
});
</script>
And finally, to start the song at a specific point, simply set currentTime before you actually play the file. Here I have it set to 12 seconds so it will be audible in this example, for 3:26 you would use 206 (seconds).
Check out the live demo: http://jsfiddle.net/mNPCP/4/
EDIT: It appears that currentTime may improperly be implemented in browsers other than Firefox. According to resolution of this filed W3C bug, when currentTime is set it should then fire the canplay and canplaythrough events. This means in our example, Firefox would play the first second or so of the audio track indefinitely, never continuing playback. I came up with this quick workaround, let's change
this.currentTime = 12;
to test to see if it has already been set, and hence preventing the canplaythrough to get called repeatedly:
if(this.currentTime < 12){this.currentTime = 12;}
This interpretation of the spec is still currently being disputed, but for now this implementation should work on most modern browsers with support for HTML5 audio.
The updated jsFiddle: http://jsfiddle.net/mNPCP/5/
I have a simple answer that will work for all
1- create a button that when clicked it plays the audio/video
2- test that audio playing when you click the button if it works to hide the button and
3- click button when page loads
window.onload =function(){
document.getElementById("btn").click();
}