HTML5: Play local video from iPad camera roll - javascript

I found this SO post, but it is out of date: Play a local video from iPad in an HTML 5 webpage
With iOS 6 came the ability to access the camera roll for uploading a file (e.g., .mov files captured from iPad camera). I am not sure who to give credit to, but I found a jsFiddle that uses an input field to grab a local file and load it into the video element for playback. This works on the desktop accept for .mov files, but removing "video/*" from the accept attribute allows the input file to select a .mov from local, and forcing the file.type to "video/mp4" in the JS allows the .mov to play in the video element.
See jsFiddle referenced above: http://jsfiddle.net/dsbonev/cCCZ2/embedded/result,js,html,css/presentation/
However, when it comes to this working in mobile safari the file still fails to load, even though you see a preview thumbnail and file name in the file input field. I added a link to the page concatenating "?dl=1" to the blob: url, but clicking it just results in mSafari saying “invalid address” even though a link to a hosted .mov plays in quicktime. Ultimately, I want to be able to select a video from the camera roll, play it in an html video player, and (ideally) store the source path of that file in a db to be accessed at a later time. What piece am I missing?
See my edited version of the jsFiddle working here:
http://lt.umn.edu/email/
JS:
playSelectedFile = function playSelectedFileInit(event) {
var file = this.files[0];
//var type = file.type;
var type = "video/mp4";
var videoNode = document.querySelector('video');
var canPlay = videoNode.canPlayType(type);
canPlay = (canPlay === '' ? 'no' : canPlay);
var message = 'Can play type "' + type + '": ' + canPlay;
var isError = canPlay === 'no';
//displayMessage(message, isError);
if (isError) {
return;
}
var fileURL = URL.createObjectURL(file);
var tempURL = fileURL+'?dl=1';
var tempText = ''+tempURL+'?dl=1';
displayMessage(tempText, isError);
videoNode.src = fileURL;
}

Use var videoNode = document.querySelector('video')[0]; when using querySelector
EDIT:
Otherwise try to remove the video node and create it again with the right src. I had the same problem, that the movie wont play. I guess changing the src wont work everywhere..

Related

Animation not saved as mp4 using whammy js

I used this js to export everything in my canvas as an mp4 video. I succeeded in exporting it as a video but the video is always 0 in time.
Here's the js I used
https://github.com/antimatter15/whammy
Here's the code I have so far that can download the canvas and elements inside but not the animation.
var canvas_video = document.querySelector('canvas').getContext('2d');
canvas_video.save();
console.log(canvas_video);
var encoder = new Whammy.Video(15);
var progress = document.getElementById('progress');
encoder.add(canvas_video);
console.log("1",encoder);
encoder.compile(false, function(output){
//var url = (window.URL || window.URL).createObjectURL(output);
var url = URL.createObjectURL(output);
console.log(url);
document.getElementById('download_link').href = url;
});
When I checked on the console to debug it, it shows encodeFrame 0.
Can anyone advise on what should I do and if I miss something?
For anyone who's still looking for the answer -
That Library will only output to .webm instead of .mp4.
As far as I know, except for Chrome, no other browser support webm playback. So, use Chrome to view the video. Other browsers will stuck at 0 time.

How to Check Length / Duration of an Uploaded Video in JavaScript

Is there a way to check the length of a video file that is being uploaded by a user?
Tried .duration, but this seems to only work on hosted videos that is already referenced in the DOM.
How about something like this?
// create the video element but don't add it to the page
var vid = document.createElement('video');
document.querySelector('#input').addEventListener('change', function() {
// create url to use as the src of the video
var fileURL = URL.createObjectURL(this.files[0]);
vid.src = fileURL;
// wait for duration to change from NaN to the actual duration
vid.ondurationchange = function() {
alert(this.duration);
};
});
<input type="file" id="input">
Video files need to be decoded by an actual player in order to determine the duration. JavaScript can only count bytes.

HTML5 foo.currentTime=1 not working when loaded from server chrome

If I load from the local file system, I can seek using
foo.currentTime = 2;
foo.play();
I get expected results. However if I load from the server, the seek fails, and the audio plays from the beginning. I have tried the 'oncanplaythrough' event. Here is my code:
var myID = '1111'
var audioElementString = '<audio type="audio/mpeg" id=' +'"' + myID + '"' + '></audio>'
$('body').append(audioElementString);
var audio = document.getElementById(myID);
//audio.src = "contentAssets/audio/some_file.mp3"; // this loads and seeks fine
audio.src = "http://bar.com/mypath/file"; // this loads and plays, but does not seek
audio.addEventListener("canplaythrough", function(){
alert("can play through")
audio.currentTime=3;
audio.play();
});
audio.load();
Solved, we added Accept-Ranges = bytes to the response header.
dt1000 has the correct answer. I have been looking through many different forums for the reason why Chrome will not allow audio.currentTime to be set if streaming an mp3 from PHP and this is the answer that works. Add this to PHP:
header('Accept-Ranges: bytes');
By the way, Firefox and IE do not need the above header to set audio.currentTime. But Chrome needs it. Chrome will also not let you move the audio tag slider control without the above header.

Dynamically create a HTML5 video element without it being shown in the page

Is it possible to dynamically create a HTML5 video element so that I can access the element by API's like document.getElementById or Name but it may not show up in the webpage.
Something like div.hide() or something in that direction ?
You can try
var video = document.createElement('video');
video.src = 'urlToVideo.ogg';
video.autoplay = true;
you can also use the canPlayType method to check if the browser supports the video format you want to use before setting source
if (video.canPlayType('video/ogg').length > 0) {
/* set some video source */
}
The method returns maybe or perhaps depending on browser. If empty string it means it can't play it.
You can now use the video using the API. Just store it globally. You can later insert it into the DOM. Hope this helps.
Sure you can create everything just using JS. You need nothing to be pre-created in html body.
Here is simple way of creating video element in JS:
var videlem = document.createElement("video");
/// ... some setup like poster image, size, position etc. goes here...
/// now, add sources:
var sourceMP4 = document.createElement("source");
sourceMP4.type = "video/mp4";
sourceMP4.src = "path-to-video-file.mp4";
videlem.appendChild(sourceMP4);
//// same approach add ogg/ogv and webm sources
Before doing this, you should check if browser supports video element, and if so, which file formats can be played. This you can do by:
var supportsVideoElement = !!document.createElement('video').canPlayType;
Then, if video element is supported, test which video formats can be played:
var temp = document.createElement('video');
var canPlay_MP4 = temp.canPlayType('video/mp4; codecs="avc1.42E01E,mp4a.40.2"');
var canPlay_OGV = temp.canPlayType('video/ogg; codecs="theora,vorbis"');
var canPlay_WEMB = temp.canPlayType('video/webm; codecs="vp8,vorbis"');
After this, you can add video element to your page using JS only, with proper video sources set. There may be an issue with .htaccess on server side where you need to add lines:
AddType video/ogg .ogv
AddType video/ogg .ogg
AddType video/mp4 .mp4
AddType video/webm .webm
This may not be needed, depending on how your server is set, but if you encounter issue with playing videos from your server, but they play fine from eg. localhost on your dev machine, this can solve the issue. .htaccess with above lines should be placed in the folder where video files are located, on server side.
Ok now, in order to have this element available with getElementById(...), you just need to set id of it, when you create it:
var videlem = document.createElement("video");
videlem.id = "xxxxxx";
And now you can later find it using:
var videlem = document.getElementById("xxxxxx");
However, as someone commented already, you don't need to do this if you have already created the element and have variable pointing to it... just use it directly.
Hope this helps :-)
Updated (and simplest) way to achieve this (since Google searches are leading here):
var x = document.createElement("VIDEO");
if (x.canPlayType("video/mp4")) {
x.setAttribute("src","movie.mp4");
} else {
x.setAttribute("src","movie.ogg");
}
x.setAttribute("width", "320");
x.setAttribute("height", "240");
x.setAttribute("controls", "controls");
document.body.appendChild(x);

JavaScript FileReader using a lot of memory

I have a problem with my little project.
Every time the music player is loading new songs into playlist or you are pressing a song on the list to get it playing, it's using a lot of memory, and it stays high until you shut it down. I think its every time I'm using the filereader API that it uses memory, but I'm also loading ID3 information with the jDataView.js script which I also think is taking a lot of memory.
Do you guys have any suggestion, to load,store and play songs with the FileReader, without taking up memory? I've tried to see if it was possible to clear the fileReader after using, but I couldn't find anything. I've only tested in Chrome.
UPDATE:
I have tested my project,and found out, that its when im trying to load the datastring it takes up memory.
reader.onloadend = function(evt) {
if(typeof(e) != "undefined"){
e.pause();
}
e = new Audio();
e.src = evt.target.result; // evt.target.result call takes the memory
e.setAttribute("type", songs[index]["file"].type);
e.play();
e.addEventListener("ended", function() { LoadAudioFile(index + 1) }, false);
};
Is there another way to load the data into the audio element?
This is not because of FileReader but because you are making the src attribute of audio element a 1.33 * mp3filesize string. So instead of the src attribute being a nice short url pointing to a mp3 resource, it's the whole mp3 file in base64 encoding. It's a wonder your browser didn't crash.
You should not read the file with FileReader at all, but create a blob URL from the file and use that as src.
var url = window.URL || window.webkitURL;
//Src will be like "blob:http%3A//stackoverflow.com/d13eb575-4863-4f86-8727-6400119f4afc"
//A very short string that is pointing to the original resource in hard drive
var src = url.createObjectURL( mp3filereference );
audioElement.src = src;

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