BigVideo Loop after n seconds - javascript

I need to the video after n seconds. Is there such parameter?
BV.show('video/video1.mov',
{ambient: false, doLoop: false, altSource: 'video/video1.ogv'});

Looking through the BigVideo page, you should be able to seek to the time you want through:
BV.getPlayer().currentTime(10) //10 seconds into the video.
you can also add an event when the video ends and seek back to the same time.
var player = BV.getPlayer();
var myFunc = function(){
player.currentTime(10);
};
player.addEvent("ended", myFunc);

Related

Any way to get a currentTime value prior to the seek on HTMLMediaElement?

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>

Play Html5 video and pause at specific points in time

I have an array of points in time (seconds) like this :
var points = [1,5,7,9,23,37];
I want the video to play from 1 to 5 and then pause. Then some event happens (like button click) and it plays from 5 to 7 and then pauses and so on. How can I do this using js/jquery ?
Just queue up the times (currentStopTime) and check the currentTime of the video. If currentTime >= currentStopTime then pause video, set currentStopTime to next time in the array.
var points = [1,5,7,9,23,37],
index = 1,
currentStopTime = points[index];
// start video using: video.currentTime = points[0], then video.play()
// run this from a timeupdate event or per frame using requestAnimationFrame
function checkTime() {
if (video.currentTime >= currentStopTime) {
video.pause();
if (points.length > ++index) { // increase index and get next time
currentStopTime = points[index]
}
else { // or loop/next...
// done
}
}
}
Then when paused, enable an action to happen, simply call play() to start video again. If you need an accurate restart time then force that time by adding:
...
if (video.currentTime >= currentStopTime) {
video.pause();
video.currentTime = currentStopTime;
index++;
....

How to make a short beep in javascript that can be called *repeatedly* on a page?

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>

Using javascript/jQuery, wait 3 seconds for click, then proceed

I've been trying to figure out how to run an infinite loop while pausing for user click, then allow for a break out.
When the loop starts, the user is presented with an image, and must choose the identical image from one of 4 displayed. If they successfully click the match within 5 seconds, they are presented another image, and the game goes on.
If they either choose an incorrect image, or 5 seconds elapses, the game ends.
I've got all of the functionality worked out, except this pause while waiting for a click or the time to expire.
Ideally, I'd also like the time to be adjustable on each iteration. Say start at 5 seconds, then shorten the time slightly (10ms) on each loop.
I believe it must be solvable using setTimeout() or setInterval(), but just can't wrap my head around it.
Here is a minimal concept of what I'm trying to accomplish.
$('#playnow').on('click',function(){
var speed = 5000;
var speed_reduce = 10;
var game_running = true;
/* create array of images */
var imgs = ['puppy.png','kitten.png','bunny.png','goldfish.png'];
var runnow = setInterval(
function(){
//get random image from loaded theme
rand_img = imgs[Math.floor(Math.random() * imgs.length) ];
//display chosen image
$('#goal_image').html('<img src="'+theme_dir+rand_img+'" />');
// wait up to 5 seconds for user to click or time to expire
if(*clicked and matched*){
//get new random image and reset timer (less 10ms)
}
if(*time expired*){
//bail out and game ends
}
/* reduce time */
speed -= speed_reduce;
},
speed);
});
You'll want something like this I think:
var speed = 5000, // the initial time
currentimage,
timer,
gamerunning;
function newimage(){
var imgs = ['puppy.png','kitten.png','bunny.png','goldfish.png'];
currentimage=Math.floor(Math.random() * imgs.length);
$('#goal_image').html('<img src="'+theme_dir+imgs[currentimage]+'" />');
timer = setTimeout(speed, lost)
}
function answer(id){
if(!gamerunning){return}
clearTimeout(timer)
if(id==currentimage){
speed -= 10; // time decrease every time.
newimage();
}else{
lost()
}
}
function lost(){
gamerunning=0;
speed=5000;
// what to do when lost.
}
$("#puppy").on("click",function(){answer(0)}); // here #puppy is the id of the answer image, and 0 the index in the imgs array.
$("#kitten").on("click",function(){answer(1)});
$("#bunny").on("click",function(){answer(2)});
$("#fish").on("click",function(){answer(3)});
$("#gamestartbutton").on("click",function(){gamerunning=1})
One way to solve this problem is to use setTimeout() and clearTimeout() rather than setInterval. Also, you need some event for the successful button click (I've pretended you have a special "#successfulmatch" button):
var speed = 5000;
var speed_reduce = 10;
var game_running = true;
var imgs = ['puppy.png','kitten.png','bunny.png','goldfish.png'];
var myTimeout;
function runNow(speed){
rand_img = imgs[Math.floor(Math.random() * imgs.length) ];
$('#goal_image').html('<img src="'+theme_dir+rand_img+'" />');
// Keep track of the timeout so we can cancel it later if the user clicks fast enough.
myTimeout = window.setTimeout(function(){
game_running = false;
gameEnds();
},speed);
}
$('#successfulmatch').on('click',function(){
if(game_running){
// Cancel the timeout because the user was fast enough
window.clearTimeout(myTimeout);
// Give the user less time than before
runNow(speed - speed_reduce);
}
else{
// Throw an error: you forgot to hide the clickable buttons when the game ended.
}
}
$('#playnow').on('click',function(){
runNow(speed);
}
Looks like you are mixing the logic for checking "has the user clicked the image? was it correct?" with the one for checking "has time expired?"
You can listen for onclick events on the images
and set a timeout event for the game over
so the user has to cancel that timer, to cancel imminent game over, by clicking on the images
if the right image is clicked the timer is reset
if not, it's game over
you can cancel a timeout event before it runs with cancelTimeout()
see W3C here for a reference.
here is a quick prototype:
$('#playnow').on('click', function() {
var speed = 5000;
var speed_reduce = 10;
var game_running = true;
/* create array of images */
var imgs = ['puppy.png', 'kitten.png', 'bunny.png', 'goldfish.png'];
// function that ends the game if it's called
function gameover() {
alert("GAME OVER");
game_running = false;
}
// in order to use clearTimeout() you must store the timer in a global variable
// setting a timeout that will end the game if it's not cleared before
window.timer = setTimeout(gameover, speed);
// function that is called whenever the user clicks on a image
function onclickimage(event) {
if (!game_running) return;
if ( /*clicked right img*/ ) {
// get random image from loaded theme
var rand_img = imgs[Math.floor(Math.random() * imgs.length)];
// display chosen image
$('#goal_image').html('<img src="' + theme_dir + rand_img + '" />');
// delete timer, user now has one more opportunity
clearTimeout(timer);
// speed is less 10ms
speed -= speed_reduce;
// launch timer again
window.gametimer = setTimeout(loop, speed);
} else { // if click did not match correct image
gameover();
}
}
});
Well, firstly, you need to clearInterval() when they either click or fail in order to stop the current interval. Then, you can restart an interval with the new speed. The interval seems to be working for.
Every 5 seconds a new picture is displayed. So, you want an onclick event for the picture that clears the interval and starts a new one. So, you may want to use setTimeout instead of setInterval since it is only a single iteration at a time.
You could use setInterval, I suppose, but there's no real benefit to it. This way also makes it relatively easy to reduce the speed each time.

Spine multiple animations

So I have 2, or more skeletons for an animation (so, 2 or more json files). I want them to play at the same time and 10 seconds after, to play another animation.
Problem is that there is only one animation playing, and the second isn't displayed.
The way I'm doing it is the following:
<canvas id="animationCanvas" width="240" height="240"></canvas>
<script>
var first = true,
rendererFirst = new spine.SkeletonRenderer('http://someurl.com/images/'),
spineAFirst = /* My JSON Code */,
parsedFirst = JSON.parse(spineAFirst);
rendererFirst.scale = 0.2;
rendererFirst.load(spineAFirst);
rendererFirst.state.data.defaultMix = 1.0;
for (var i in parsedFirst.animations) {
if (first) {
first = false;
rendererFirst.state.setAnimationByName(0, i, true);
} else {
rendererFirst.state.addAnimationByName(0, i, true, 10);
}
}
rendererFirst.skeleton.x = 120;
rendererFirst.skeleton.y = 120;
rendererFirst.animate('animationCanvas');
</script>
And, of course, I'm doing it twice (or more). I tried as well with a single SkeletonRenderer, just loading (and setting or adding) animations as many times as I need, and it didn't worked.
It seems that the renderer is cleaning the canvas each time it is called, the better way to achieve this seems to create a canvas for each animation, and bind a renderer to each one.

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