I'm trying to add autoplaying music to a tumblr theme, but Chrome and Firefox both prevent autoplaying audio by default. How do I circumvent this?
Currently, to hear the autoplaying music, a user would have to change their personal browser settings to allow autoplay. Is there a workaround I can use to make the page play audio even if they have sound set to automatic (in Chrome) or autoplay blocked (in Firefox)?
Tumblr themes allow HTML, CSS, and Javascript, so I'd be happy for a solution using any of those. Ideally I would like my autoplay solution to allow multiple songs in a playlist, if possible.
I tried adding an invisible iframe, but that didn't work; I'm not sure whether it was the third-party audio player I'm using, or just that the iframe technique doesn't work at all anymore.
You can't circumvent auto-play from being blocked. There has to be some user interaction before the audio can play. This is the same for both HTML <audio> element as well as the web-audio API's audioContext
There's some reading about this on MDN Autoplay guide for media and Web Audio's API
You can try to play the audio on javascript onload.
Example:
HTML:
<audio controls id="horseAudio">
<source src="https://www.w3schools.com/html/horse.ogg" type="audio/ogg">
<source src="https://www.w3schools.com/html/horse.mp3" type="audio/mpeg">
Your browser does not support the audio element.
</audio>
JavaScript:
window.onload = function (){
document.getElementById("horseAudio").play();
}
I do not think there is a way around autoplay being deactivated until there is user interaction. I was working on a project with similar problem and I decided to put a "begin" button on it to direct the user to click it. By clicking it (click event listener), they would have satisfied an interaction and it would then play my animations and audio.
Related
i'm trying to add autoplay audio in my html page and i already tried embed and audio with and without controls and optional attributes, and absolute path. Tried different formats, though i know that Opera supports .ogg. My last try is here:
<audio controls id="music1">
<source src="./models/laughing.ogg" type="audio/ogg"/>
</audio>
html page and audio file are located like this:
if i press play button audio is played, but when i start my entire project the button is covered (as should be). And anyway i want it to be autoplay so
My Opera is the last version, Windows
Autoplay doesn't typically work. You need some sort of user interaction, like a click.
There is nothing you can really do about this. It's a browser "feature" to prevent ads from playing audio in the background.
<audio controls autoplay>
Try adding "autoplay" inside the voice tag.
I got a very annoying problem. I try for a few hours to unmute an HTML5 video with a 'muted' flag, but all that I try doesn't work.
$("#video_background").prop('muted', false);
Sadly, that doesn't work, and removing the muted prop from the code makes nothing, the video stays muted. Is there any solution to force a unmute from the video?
Or can anyone say what I'm making wrong? <section> creates the <video></video> for me, so it uses a few classes. But I searched for a "muted" and no class has it, but the video still has no audio on the website.
And yes.. The videos have sound.
My video has autoplay.
Most browsers block any audio that is played by a web page and is not related to user interaction (see https://developer.mozilla.org/en-US/docs/Web/Media/Autoplay_guide). Maybe that's your problem?
You can unmute your html5 video by unmute attribute also, check this out:-
<video src="any video" **unmute**></video>
I have a video on my website that I need to keep "locked" (visitors shouldn't be able to play/pause/forward).
I noticed that if I flip my phone the video goes full-screen and the OS takes control of it (it's no longer played by the inline html player, but instead is played by the OS player).
Any way to prevent that?
<video playsinline webkit-playsinline>
...
</video>
PS: I tried the playsinline attribute, but it didn't seem to work. At least not on the devices I tested.
I have been trying to get WebAudio working in Safari on iOS8 (i have succesfully got it working in Windows and on Android devices).
It is my understanding that you cannot automatically play webaudio through Safari on iOS, but instead you must trigger the first WebAudio call through a user action (e.g. a button press). Then once this first user-driven action is done, WebAudio will work.........Apparantly.
So i have a button set up (using JQM) like this:
Enable Audio<hr />
"PlayDing" is a function which looks like this:
function PlayDing(DingType) {
var sound = new Audio('../../UI/Audio/' + DingType + '.mp3').play();
}
The idea is that by clicking the "Enable Audio" button, this triggers a user interaction to play an mp3 file (which is just 1 second of silence) and then subsequent audio events will just work.
Any ideas why this is not working on iOS8 / Safari?
EDIT:
If i change my JQM button to play a proper ding sound, it works fine and my iPad plays the ding.
EDIT 2:
This is nothing to do with playing audio files from my iPad's music library. This is about playing files / resources that are part of the website.
"It is my understanding that you cannot automatically play webaudio through Safari on iOS, but instead you must trigger the first WebAudio call through a user action (e.g. a button press). Then once this first user-driven action is done, WebAudio will work.........Apparantly."
You are completely right about the handling of the playing. To avoid playing unwanted sounds or unwanted download of sounds onto users devices possibly using up monthly data - a soundplay has to be called in the same stack as the user's touch/click.
There are multiple of things you have to deal with to make sure all your users can reliably play the sound. One thing is it has to be downloaded before you play it. To achieve this we use a technique called preloading.
You also have to take into account that not all users support the same audio format.
An example of your HTML and Javascript could be as follows:
Javascript:
function PlayDing(DingType) {
//Get a reference to the audio element
var sound = document.getElementById(DingType);
//Play it
sound.play();
}
HTML:
<body>
<!--Declare the sounds in as many formats as possible and let the user's browser handling what sound to play & caching -->
<audio id="Silent" preload="auto">
<source src="'../../UI/Audio/silent.ogg" type="audio/ogg">
<source src="'../../UI/Audio/silent.wav" type="audio/wav">
<source src="'../../UI/Audio/silent.aac" type="audio/mpeg">
</audio>
Enable Audio
<hr />
</body>
I am building a site where I have several <video> elements (looped animations) that act as part of my design (not as an actual video). This works quite well in desktop browsers, yet I am in trouble on mobile devices.When I display the site on Android or iOS devices (ie. mobile webkit) I will get the OS's video player appearance and the videos will open in some sort of popup when I click them. I do know that I can bypass the autoplay restrictions by doing sth like:
window.onload = function() {
var pElement = document.getElementById("myVideo");
pElement.load();
pElement.play();
};
But this will again open the video(s) in a seperate window...
Does anyone know of a possibility to emulate / enable desktop-like behavior on mobile devices? Thanks!
EDIT:
Markup is basic <video>-syntax btw:
<video autoplay loop>
<source src="vid.mp4" type="video/mp4" />
<source src="vid.ogg" type="video/ogg" />
<source src="vid.webm" type="video/webm" />
</video>
Hmm, I'm not sure about Android but iOS devices can't run multiple video streams simultaneously:
Multiple Simultaneous Audio or Video Streams
Currently, all devices running iOS are limited to playback of a single
audio or video stream at any time. Playing more than one video—side by
side, partly overlapping, or completely overlaid—is not currently
supported on iOS devices. Playing multiple simultaneous audio streams
is also not supported. You can change the audio or video source
dynamically, however. See “Replacing a Media Source Sequentially” for
details.
No, Android or iOS devices (ie. mobile webkit) are not able to run video as you are wanting . Video will open in a default video player of device.
YouTube uses a mov or mp4 with ios to load the native look and feel for videos, or it links out to their app to play the video since it's installed on every ios device.
Why do you need windows.onload to bypass autoplay? If I remember correctly setting the preload tag to none
<video src="vid.mov" preload=”none”></video>
should work.
Also, have you tried using the Video For Everybody approach? With that should be able to get the video to play in the web page rather than by the phone's OS, that way I believe you can achieve the same effect on supported devices.
EDIT: In regards to j08691's answer, an alternative approach for iPhones could be to design a simple web viewer app for the site for iPhone which has a workaround for the no-multiple video playing problem.