I am currently working on a project where i need to display a Dailymotion video that is automatically launched in muted mode. According to the documentation - http://www.dailymotion.com/doc/api/sdk-javascript.html - the DM.player is able to manipulate the volume of a video (method: setMuted(muted)). However, after many changes in my code, i cannot figure out how this works.
Have you ever done this before ? Could you provide some help please ?
Thanks
Here is my code:
<html>
<head>
<script src="http://api.dmcdn.net/all.js"></script>
</head>
<body>
<div id="myPlayer"></div>
<script>
// This function init the player once the SDK is loaded
window.dmAsyncInit = function() {
// PARAMS is a javascript object containing parameters to pass to the player if any (eg: {autoplay: 1})
var player = DM.player("myPlayer", {video: "xz0ytt", width: "480", height: "270"});
// 4. We can attach some events on the player (using standard DOM events)
player.addEventListener("apiready", function(e) {
// alert(e.target.muted);
// e.target.muted = true;
// alert(e.target.muted);
// e.target.play();
// player.setMuted(1);
player.setMuted("1");
e.target.play();
});
};
</script>
</body>
</html>
The method you are trying to use can only work after the video is playing. Hence, you have to listen to the event "play" to mute the video.
try the following:
player.addEventListener("apiready", function(e) {
e.target.play();
});
player.addEventListener('play', function(e){
e.target.setMuted(1);
});
the advertisement (if any) at the beginning can't be muted though,
Related
Let's say our app is using the default video player on Safari.
When a user is playing a video and then attempts to move to a different position of the video using the seek bar, it seems like pause event is fired first, and then we'll get seeking and seeked events fired.
I am wondering if we can get the currentTime value prior to the seek. For instance, assuming that a user jumps from t = 7 to t = 42 using the seek bar, I want to get 7 as the currentTime value somehow.
I expected that we could get this value by accessing currentTime property inside the pause event handler that is invoked right after the seek like the following:
const video = document.querySelector('#myvideo');
video.addEventListener('pause', () => {
// I expected that the `video.currentTime` here has the "previous" position,
// but it already points to the new position
console.log(video.currentTime);
});
but unfortunately the currentValue was already updated to the new value at that point.
Is there any good way to achieve it?
(EDIT)
Caching currentTime manually doesn't help, because apparently a timeupdate event fires before a pause event. More specifically, taking the following code as an example, when a user attempts to jump to another position, cache and currentTime printed within the pause handler seem always identical.
<!DOCTYPE html>
<html>
<body>
<video
id="myvideo"
width="640"
height="360"
controls
src="video.mp4"
></video>
</body>
<script>
const video = document.querySelector("#myvideo");
let cache = 0;
video.addEventListener("timeupdate", () => {
cache = video.currentTime;
});
video.addEventListener("pause", () => {
console.log({ cache, currentTime: video.currentTime });
});
</script>
</html>
I think #Kaiido means this when saying "Cache two values".
Code is untested (but looks better than being kept in comments section)
<script>
const video = document.querySelector("#myvideo");
let cache = 0;
let cache_prev = 0;
video.addEventListener("timeupdate", () => {
cache_prev = cache; //# save last known value
cache = video.currentTime; //# before updating to new currentTime
});
video.addEventListener("pause", () => {
console.log("cache_prev : " + cache_prev );
console.log("cache : " + cache );
console.log("currentTime : " + video.currentTime );
});
</script>
On my website https://cravydev.netlify.com I'm trying to change the video dynamically when the different headlines are in viewport.
I'm using a div with HTML 5 autoplay and loop properties, but not able yet to change the video source and load again when the specific headline is on screen. Here are the details.
HTML
<div class="iphone-sticky"></div>
<div class="iphone-video">
<video autoplay loop muted poster="assets/img/poster.png" id="iphonevideo">
<source id="video1" src="assets/img/iphone-video.mp4" type="video/mp4">
<source id="video2" src="assets/img/iphone-video-1.mp4" type="video/mp4">
</video>
JS
//Detect is element is in viewport
$(window).on('resize scroll', function() {
var player = document.getElementById('iphonevideo2');
if ($('#headline2').isInViewport()) {
var source = document.getElementById('video1');
$(source).attr("src", "assets/img/iphone-video-1.mp4");
player.pause();
player.load();
} else if ($('#headline3').isInViewport()) {
var source = document.getElementById('video1');
$(source).attr("src", "assets/img/iphone-video.mp4");
player.pause();
player.load();
}
});
EDIT
I have been able to solve it thanks to Kley comment. Now the problem is that the js logic does not check constantly the viewport visibility of headlines, only once. Also, the video is played while scrolling and the poster image appears, making the whole experience a little bit weird.
Any suggestion to solve that?
Thanks!
Check the page, it's not the viewport ()
I could tell you that you are changing the src every time you scroll while it is visible, this is causing the video to restart. You must make a validation, if it has already been changed the src should not be changed again.
Note that # headline2 is not visible when # headline3 is a bit up.
you have to scroll down until the end of the page to enter this condition.
You could use another smaller element at the beginning of each #headline to do this validation.
you could use the first p of the #headline
For example:
$(window).on('resize scroll', function() {
var player = document.getElementById('iphonevideo2');
if ($('#headline2 p').eq(0).isInViewport()) {
var source = document.getElementById('video1');
var url = "assets/img/iphone-video-1.mp4";
var src = $(source).attr("src");
// validate if you already have the src
if(src==url) return; // if exists src leaves function
$(source).attr("src", url);
player.pause();
player.load();
} else if ($('#headline3 p').eq(0).isInViewport()) {
var source = document.getElementById('video1');
var src = $(source).attr("src");
var url = "assets/img/iphone-video.mp4";
// validate if you already have the src
if(src==url) return; // if exists src leaves function
$(source).attr("src", url);
player.pause();
player.load();
}
})
everybody!
i have an idea, but I don't know how to implement it.
how to make sure that when you press ctrl + shift + i also on the f12 key changed a certain part of the html code?
for example: SRC="video.MP4 "on SRC=" error.MP4
Thanks!
update -9.24.18
you need to make it so that the user was difficult to copy the link from scr="video.mp4"
-Aison
Here's one way you could do this:
<video id="someVideo" src="somfile.mp4" />
<script>
function KeyPress(e)
{
var evtobj = window.event ? event : e;
// 73 = i
if (evtobj.keyCode == 73 && evtobj.ctrlKey && evtobj.shiftKey)
{
document.getElementById('someVideo').src = "error.mp4";
}
}
// On keypress, activate our function
document.onkeydown = KeyPress;
</script>
However, as I mentioned in the comments this will in no way prevent users from downloading your mp4 file.
Users can still:
Right click, inspect element
Hit f12
Have the 'inspect element' open before visiting your website
Save your webpage
Save just the video from your webpage
Disable JS / override your JS.
Access your webpage without the use of a webbrowser (GET/save your webpage)
There are other ways as well, that's just off the top of my head.
Edit following comments:
You could instead use an html5 <canvas>.
This will hide the source. However, it will cause the video to no longer work if the user has JS disabled.
Example (you'll have to either add your own play button, or change the script to start the video automatically):
<!-- You can hide this element anywhere in your hmtl. It will not be visbile (via CSS) -->
<!-- note: I used `muted="muted"` because otherwise you will get an error when starting the video without a user action -->
<video id="someVideo" muted="muted" controls>
<source src="http://clips.vorwaerts-gmbh.de/VfE_html5.mp4" type="video/mp4">
</video>
<!-- canvas will display the video -->
<canvas id="myCanvas"></canvas>
<script>
document.addEventListener('DOMContentLoaded', function()
{
var hiddenVideo = document.getElementById('someVideo');
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var cw = Math.floor(canvas.clientWidth);
var ch = Math.floor(canvas.clientHeight);
canvas.width = cw;
canvas.height = ch;
hiddenVideo.addEventListener('play', function(){
draw(this,context,cw,ch);
},false);
hiddenVideo.onloadstart = function(){
this.play();
};
},false);
function draw(v,c,w,h)
{
if(v.paused || v.ended)
return false;
c.drawImage(v,0,0,w,h);
setTimeout(draw,20,v,c,w,h);
}
</script>
<style>
#someVideo
{
display: none;
width: 200px;
height: 200px;
}
#myCanvas
{
width: 200px;
height: 200px;
}
</style>
Since you're giving the mp4 file to the user, you cannot prevent the user from having the mp4 file.
This is like the question at:
Sound effects in JavaScript / HTML5
but I'm just seeking a specific answer to the issue of repeatability.
The above question and other similar ones have helpful answers to use the following javascript:
function beep1()
{ var snd = new Audio("file.wav"); // buffers automatically when created
snd.play();
}
or even more self-contained, you can now include a wav in-line, such as:
function beep2()
{ var snd = new Audio("data:audio/wav;base64,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");
snd.play();
}
When I tried these examples, I could only get the sound to play once on my computer. I noticed this was a common complaint in multiple questions, but never saw an answer to it.
The closest thing to an answer was in the referenced question in which #Kornel stated:
To play same sound multiple times, create multiple instances of the Audio object.
You could also set snd.currentTime=0 on the object after it finishes playing.
If this is the key to my puzzle, I don't quite understand it. (I don't know how to destroy / release an audio object.) Can someone show me exactly how to get a button to keep replaying my sound every time it is clicked, either using one of the suggestions of #Kornel or some other way?
Put the sound references outside of the function. Otherwise, each time you call the function, a new sound object is created.
var snd1 = new Audio("file.mp3");
var snd2 = new Audio("data:audio/mpeg;base64,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");
function beep1() {
snd1.play();
}
function beep2() {
snd2.play();
}
beep1();
setInterval(beep2, 300);
We can create audio waveforms with the web audio api.
The following example shows a bip, made of two tones, one is at 233hz for 100ms with a gain of 10DB, the second is at 603Hz with a duration of 200ms, with 3DB of gain.
Both sounds are in a loop of 1500ms, with the help of setInterval.
This is a minimal example, it can't be stopped! (As asked!)
// gain, frequency, duration
let a = new AudioContext()
function k(w,x,y){
console.log("Gain:"+w, "Hz:"+x, "ms:"+y)
v = a.createOscillator()
u = a.createGain()
v.connect(u)
v.frequency.value = x
v.type = "square"
u.connect(a.destination)
u.gain.value = w * 0.01
v.start(a.currentTime)
v.stop(a.currentTime + y *0.001)
}
setInterval(function(){ k(10,233,100); k(3,603,200)}, 1500)
There is ways to create much more complex 8bits songs in few lines, with differents loops of many duration and tones:
let a = new AudioContext()
function k(w,x,y){
console.log("Gain:"+w, "Hz:"+x, "ms:"+y)
let v = a.createOscillator()
let u = a.createGain()
v.connect(u)
v.frequency.value = x
v.type = "square"
u.connect(a.destination)
u.gain.value = w * 0.01
v.start(a.currentTime)
v.stop(a.currentTime + y *0.001)
}
setInterval(function(){ k(10,233,100); k(3,603,200)}, 1000)
setInterval(function(){ k(8,1646,100); k(8,1444,100) }, 500)
setInterval(function(){ k(8,728,100); k(8,728,100) }, 3000)
setInterval(function(){ k(8,728,100); k(8,728,100) }, 3000)
setInterval(function(){ k(8,364,100); k(8,364,100) }, 6000)
setInterval(function(){ k(8,364,100); k(8,157,200) }, 12000)
We can as well set the values in an array, and loop trough it.
With for, for..in, while, do..while, much more complex, but to create patterns, arpeggios, etc.
Someone, one day will enjoy this ;)
What about using the new Audio API. (No Microsoft support!)
var audioContext = AudioContext && new AudioContext();
function beep(amp, freq, ms){//amp:0..100, freq in Hz, ms
if (!audioContext) return;
var osc = audioContext.createOscillator();
var gain = audioContext.createGain();
osc.connect(gain);
osc.value = freq;
gain.connect(audioContext.destination);
gain.gain.value = amp/100;
osc.start(audioContext.currentTime);
osc.stop(audioContext.currentTime+ms/1000);
}
Didn't you try this
Just the HTML5 thing
<audio controls loop>
<source src="horse.ogg" type="audio/ogg">
<source src="horse.mp3" type="audio/mpeg">
Your browser does not support the audio element.
</audio>
I needed an "alert" for a web app that will be used predominately on a mobile device. The new autoplay policy https://developers.google.com/web/updates/2017/09/autoplay-policy-changes, was giving me a problem so I did this...
Top of html code to play the "alert" you need a button so the user interacts with the page and authorizes future use of audio.
<p align="center" id="snd_btn"><button id="allow_alert" class="btn btn-danger" onclick="play_sound();"> Allow Alert </button></p>
Add'l html...................
then later in the script section I have ....
<script>
function play_sound(){
snd.play(); // plays the "1-second-of-silence.mp3"
$("#snd_btn").hide(); // this hides the prompt "Allow Alert"
}
snd = new Audio("sound/1-second-of-silence.mp3");
snd2 = new Audio("sound/PHONERNG.WAV");
the as part of an online event (map coordinates update) this is included in the ajax success function ...
success: function(data){
if(data['badge'] > 0){
$("#vt_badge").html(data['badge']);
snd2.play(); //Plays the "alert" sound
}
}
'''''
</script>
Th "allow alert" button is only there on page load so the user interacts with it, and it plays a sound, "1-second-of-silence.mp3". That satisfies the player's requirement for page interaction, now the actual alert, "PHONERNG.WAV" plays automatically as required.
MrFitz
This works better for me.
Just follow the snippet below
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport"
content="width=device-width, initial-scale=1.0">
<title>Document</title>
</head>
<body>
<h1>Press the Button</h1>
<button onclick="play()">Press Here!</button>
<script>
function play() {
var audio = new Audio(
'https://media.geeksforgeeks.org/wp-content/uploads/20190531135120/beep.mp3');
audio.play();
}
</script>
</body>
</html>
I am working on an HTML5 video player with jQuery. For now I have my video player working very well but I want to get the variable for the video duration and show/display it in pure HTML page.
So from here you can take more info about this Jquery video player:
http://www.videojs.com/docs/api/
I think the variable for video duration is: myPlayer.duration();
How I can display this value in HTML?
Here is my HTML code to display the player:
<video id="vemvo-player" class="video-js vjs-default-skin" controls autoplay="true" width="950" height="534"
data-setup="{}">
<source src="[var.base_url]/uploads/[var.video_play]" type='video/flv' />
</video>
This is what I have tried to display this variable but it says that it is = "0" when on the video player it says that it's 4min:
<video id="vemvo-player" class="video-js vjs-default-skin" controls autoplay="true" width="950" height="534"
data-setup="{}">
<source src="[var.base_url]/uploads/[var.video_play]" type='video/flv' />
</video>
<div id="duration"></div>
<script type="text/javascript">
_V_("vemvo-player").ready(function(){
var myPlayer = this;
var howLongIsThis = myPlayer.duration();
$('#duration').html('Duration: ' + howLongIsThis);
});
</script>
Where is my mistake?
You can try this. It works for me.
var myPlayer = videojs('vemvo-player');
if (myPlayer.readyState() < 1) {
// wait for loadedmetdata event
myPlayer.one("loadedmetadata", onLoadedMetadata);
}
else {
// metadata already loaded
onLoadedMetadata();
}
function onLoadedMetadata() {
alert(myPlayer.duration());
$('#duration').html("Duration: " + myPlayer.duration());
}
var player = videojs('my-video', {
fluid:false, // videojs settings
controls:true,
height: '300'
});
$(document).ready(function(){
console.log(player.duration());
// will return video duration. Can't be used while page is loading.
console.log(player.currentTime());
// will return current time if video paused at some time. Intially it would be 0.
});
Those who might come here and are using videojs with Vue 3, also might work with similar frameworks like React.
Referring to this code and component usage - https://docs.videojs.com/tutorial-vue.html you can do the following changes to get the duration, height, and width.
// New Code here
this.player = videojs(
this.$refs.videoPlayer,
this.options,
function onPlayerReady() {
console.log("onPlayerReady", this);
}
);
this.player.one("loadedmetadata", () => {
var duration = this.player.duration();
console.log(`Duration of Video ${duration}`);
console.log(`Original Width of Video ${this.player.videoWidth()}`);
});
I was having troubles to get the real duration of videos (using videojs v7.18.*) resulting in bugged custom progressbar! The problem was that player.duration() always returns rounded number while player.liveTracker.seekableEnd() returns the real value but only after start event.
For example, if real duration is 13.456s, these values are returned for videojs player object p:
| On ready | On load | On start
----------------------------|-------------|---------|----------
p.duration() | 0 | 14 | 14
p.liveTracker.seekableEnd() | 14 | 14 | 13.456
I've ended up with this solution in React:
const onDurationChange = () => {
const dur = player?.liveTracker.seekableEnd() || player?.duration() || 0;
setDurationInSec(dur);
}
return <video ref={videoRef} onDurationChange={onDurationChange}>
As you're using jQuery, that can be done much easier :) You can use $.html to edit the html contents of a dom element. Your code will look something like this:
<div id="duration"></div>
<script type="text/javascript">
_V_("vemvo-player").ready(function(){
var myPlayer = this;
var howLongIsThis = myPlayer.duration();
$('#duration').html('Duration: ' + howLongIsThis);
});
</script>