I'm trying to use the <audio> tag, and I want to have as many tracks playing as I add. But now they play at the same time, can I somehow make them play sequentially?
<audio id="audio1" preload="" autoplay="" loop="" type="audio/mp3" src="music/mus1.mp3"></audio>
<audio id="audio2" preload="" autoplay="" loop="" type="audio/mp3" src="music/mus.mp3"></audio>
<div id="pp" style="cursor: pointer;" onclick="pVid();"><img src="img/heart.png"></div>
<script type="text/javascript">
function pVid() {
var audio1 = document.getElementById("audio1");
var audio2 = document.getElementById("audio2");
audio1.paused ? audio1.play() : audio1.pause();
audio2.paused ? audio2.play() : audio2.pause();
}
</script>
I found one solution, it works but not the way I want
var sounds = new Array(new Audio("music/mus1.mp3"), new Audio("music/mus.mp3"));
var i = -1;
pVid();
function pVid() {
i++;
if (i == sounds.length) return;
sounds[i].addEventListener('ended', pVid);
sounds[i].play();
}
Here everything just plays right away, but I want to be able to play the tracks myself through the button and pause at any time. This is done in the first version, but there all the tracks play at the same time
Use audio events as much as possible. We can use freesound.org for testing.
let sounds = new Array(new Audio("https://freesound.org/data/previews/46/46992_514283-lq.mp3"),
new Audio("https://freesound.org/data/previews/610/610823_13156161-lq.mp3"),
new Audio("https://freesound.org/data/previews/92/92005_1499847-lq.mp3"), new Audio("https://freesound.org/data/previews/46/46992_514283-lq.mp3"),
new Audio("https://freesound.org/data/previews/610/610823_13156161-lq.mp3"),
new Audio("https://freesound.org/data/previews/92/92005_1499847-lq.mp3"));
let current = random(0);
let paused = true;
// set event handlers on all audio objects
for (let s of sounds) {
s.addEventListener('ended', ended);
s.addEventListener('play', play);
s.addEventListener('pause', pause);
}
updateVolume()
// handle button click
function playPause() {
if (paused) {
sounds[current].play();
btn.innerText = 'pause';
paused = false;
} else {
sounds[current].pause();
btn.innerText = 'play';
paused = true;
}
}
function ended(e) {
document.getElementById(current + '').classList.remove('playing');
document.getElementById(current + '').classList.remove('paused');
/*i++;
if (i >= sounds.length) //loop
i = 0;
*/
current = random(current); // shuffle
paused = true;
playPause();
}
function play() {
document.getElementById(current + '').classList.add('playing');
document.getElementById(current + '').classList.remove('paused');
}
function pause() {
document.getElementById(current + '').classList.add('paused');
document.getElementById(current + '').classList.remove('playing');
}
function random(i) {
let next = i;
while (next == i)
next = Math.floor(Math.random() * sounds.length);
return next;
}
function updateVolume() {
for (let s of sounds) {
s.volume = volume.value;
}
}
#list {
margin-top: 1rem;
border: 1px solid gray;
width: 100px;
}
#controls {
position: fixed;
right: 2rem;
top: 1rem;
width: 50px;
}
#volume {
width: 150px;
height: 20px;
transform-origin: 75px 75px;
transform: rotate(-90deg) translateY(50%);
}
.playing {
background-color: lightblue;
}
.paused {
background-color: wheat;
}
<Button id=btn onClick='playPause()'>play</Button>
<div id=list>
<div id='0'>Guitar</div>
<div id='1'>Drum</div>
<div id='2'>Violin</div>
<div id='3'>Guitar</div>
<div id='4'>Drum</div>
<div id='5'>Violin</div>
</div>
<div id=controls>
<label for="volume">Volume</label><br>
<input id=volume type="range" id="volume" name="volume" min="0" max="1" step='.1' value='.5' onInput='updateVolume()'>
</div>
I don't know why no one mentioned the onended event
<audio id="aud1" onended="playaud2()" src="whatever.mp3"> <!--first audio-->
<audio id="aud2" src="whatever.mp3"> <!--second audio-->
<script>
//the onended event calls a function when the audio finishes playing
function playaud2() {
document.getElementById("aud2").play()}
</script>
As simple :)
Audio files
For testing, I used a few free sound-effects audio files from https://www.freesoundeffects.com.
To make it work in all browsers it is recommended by w3c to use the <audio>-tag with <source> tags.
Solution
I added some arbitrary sound files and buttons. The buttons will reset all the audios that are currently playing then play the sounds in the data-track attributes.
data-track syntax:
track-a // will play track a
track-a;track-b // will play track a followed by track b
track-a+track-b // will play track a and b simultaniously
track-a+track-b;track-c // as above but add track c to the end
You could do something like this:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<style type="text/css">
audio {
display: block;
}
</style>
<script defer type="application/javascript">
let activeTimeout;
function init(player) {
player.innerHTML = `play ${player.dataset.label}`;
player.addEventListener('click', clickHandler);
}
function reset(audio) {
clearTimeout(activeTimeout);
audio.pause();
audio.currentTime = 0;
}
function dequeue(tracks) {
console.log("Queue:", tracks);
if (tracks.length >= 1) {
const track = tracks.pop();
const multiTrack = track.split('+');
let maxDuration = 0;
multiTrack.forEach((it) => {
const audio = document.querySelector(`[data-audio="${it}"]`);
maxDuration = Math.max(maxDuration, audio.duration);
audio.play();
});
activeTimeout = setTimeout(() => {
dequeue(tracks);
}, maxDuration * 1000);
}
}
function clickHandler(e) {
const allAudios = document.querySelectorAll('[data-audio]');
const trackAttr = this.dataset.track;
const tracks = trackAttr.split(';');
if (tracks) {
allAudios.forEach(reset);
dequeue(tracks.reverse()); // reverse to make the pop-operations faster
} else {
console.log('No track defined!');
}
}
window.addEventListener('load', function() {
const players = document.querySelectorAll('[data-player]');
players.forEach((it) => init(it));
});
</script>
</head>
<body>
<audio data-audio="applause" controls="controls" preload="preload">
<source src="https://www.freesoundeffects.com/files/mp3_426807.mp3" type="audio/mp3"></source><!-- replace with your audio file -->
</audio>
<audio data-audio="bark" controls="controls" preload="preload">
<source src="https://www.freesoundeffects.com/files/mp3_89478.mp3" type="audio/mp3"></source><!-- replace with your audio file -->
</audio>
<audio data-audio="chirp" controls="controls" preload="preload">
<source src="https://www.freesoundeffects.com/files/mp3_89489.mp3" type="audio/mp3"></source><!-- replace with your audio file -->
</audio>
<button data-player data-label="bark!" data-track="bark" />
<button data-player data-label="chirp!" data-track="chirp" />
<button data-player data-label="applause!" data-track="applause" />
<button data-player data-label="applause then bark!" data-track="applause;bark" />
<button data-player data-label="bark then chirp then bark again!" data-track="bark;chirp;bark" />
<button data-player data-label="applause then chirp!" data-track="applause;chirp" />
<button data-player data-label="applause with chirp then bark!" data-track="applause+chirp;bark" />
</body>
</html>
Yes, you can check if you have an element with a simple truthy/falsy check:
if (!slider) return;
Related
<html>
<head>
<script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4/jquery.min.js"></script>
<script>
$(document).ready(function(){
var counter = 0;
var numOfTracks = $(".audio-player").length;
$("#play-bt").click(function(){
$(".audio-player")[counter].play();
$("#message").text("Music started");
})
$("#pause-bt").click(function(){
$(".audio-player")[counter].pause();
$("#message").text("Music paused");
})
$("#stop-bt").click(function(){
$(".audio-player")[counter].pause();
$(".audio-player")[counter].currentTime = 0;
$("#message").text("Music Stopped");
})
$("#next-bt").click(function(){
$(".audio-player")[counter].pause();
$(".audio-player")[counter].currentTime = 0;
counter++;
if(counter > numOfTracks - 1){
counter = 0 ;
}
$(".audio-player")[counter].play();
$("#message").text("Next Track started");
})
$("#prev-bt").click(function(){
$(".audio-player")[counter].pause();
$(".audio-player")[counter].currentTime = 0;
counter--;
$(".audio-player")[counter].play();
$("#message").text("Previous Track");
})
$(".audio-player").bind('timeupdate', function(){
//Gets the whole duration of the track.
//No idea kung saan ko ilalagay sa UI**IMPLEMENT LATER**
var track_length = $(".audio-player")[counter].duration;
var secs = $(".audio-player")[counter].currentTime;
var progress = (secs/track_length) * 100;
$('#progressbar').css({'width' : progress * 2});
//Will Use these later on production
//NOTE DO NOT DELETE
//Track Minutes
var tcMins = parseInt(secs/60);
//Track Seconds
var tcSecs = parseInt(secs - (tcMins * 60));
if (tcSecs < 10) { tcSecs = '0' + tcSecs; }
// Display the time. REMEMBER
$('#timecode').html(tcMins + ':' + tcSecs);
})
})
</script>
<style>
/*Seperate this some time in the development*/
#playerContainer{
background-color: #A8A8A8 ;
width: 260px;
height: 55px;
padding: 8px;
border: 1px solid #d0d0d0;
}
/* Player Controls */
/*list items of controls */
#playerControls li {
display: block;
width: 32px;
height: 32px;
padding: 0px;
float: left;
cursor: pointer;
}
#playerControls { list-style: none; padding: 0px; margin: 0px;}
/*Images for each li items items */
#play-bt { background: url('icons/glyphicons_173_play.png'); background-repeat:no-repeat }
#pause-bt {background: url('icons/glyphicons_174_pause.png'); background-repeat:no-repeat;}
#next-bt { background: url('icons/glyphicons_176_forward.png'); background-repeat:no-repeat}
#prev-bt {background: url('icons/glyphicons_172_rewind.png'); background-repeat:no-repeat;}
/*Progress Stuff*/
/*Remember to manipulate its width via javascript later*/
#progressContainer
{
background-color:#e0e0e0;
height: 14px;
width: 256px;
float: left;
margin-left: 0px;
}
#progressbar {background-color: #1384bb; height:14px; width:0%; }
</style>
</head>
<body>
<audio class ="audio-player" name= "audio-player" src="04-zedd-stars_come_out_(terravita_remix).ogg" >
<p>Sorry your file doesn't support html5</p>
</audio>
<!--Second Track For Testing Purposes-->
<audio class ="audio-player" name= "audio-player" src="01-hard_rock_sofa-quasar.mp3" ></audio>
<div id="message"></div>
<div id = "playerContainer">
<ul id = "playerControls" >
<li id = "prev-bt"></li>
<li id= "play-bt"></li>
<li id= "pause-bt"></li>
<li id = "next-bt"></li>
<li id= "stop-bt" ></li>
<li><span id ="timecode"></span></li>
</ul>
<div id="progressContainer"><!-- Progess bars container //-->
<div id="progressbar"></div>
</div>
</div>
</div>
</body>
</html>
How can I click a certain part of my progress bar so that I can move it to a different time in the track? I have no idea on how I am going to do that. any ideas ?
Given some html that looks like this:
<div class="container">
<video class="video">
<source></source>
</video>
<progress min="0" max="100" value="0"></progress>
<div class="controls"></div>
</div>
In order to seek to a specific time in the video as a result of a click event the js would look like this:
var player = document.querySelector("video");
var progressBar = document.querySelector("progress");
progressBar.addEventListener("click", seek);
function seek(e) {
var percent = e.offsetX / this.offsetWidth;
player.currentTime = percent * player.duration;
progressBar.value = percent / 100;
}
However, this doesn't address how to seek on a click/drag (like most video players do). include script
I came across this question today because I am creating a custom HTML5 video player and had the same question. Just in regards to video instead of audio. The process should work the same though.
I found this article and was able to incorporate the progress bar part of it into my player. https://msdn.microsoft.com/en-us/library/ie/gg589528%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
Instead of using a progressbar element, like I was doing, or a div element, like you're doing, the trick here is to use a canvas element instead.
<canvas id='progress-bar' width="200" height="20" style="border:1px solid green;">canvas not supported</canvas>
Then in your JavaScript, create a handle to reference it by
var mediaPlayer;
var progressBar;
var canvas;
When the document loads, initialize everything including the progress bar items
mediaPlayer = document.getElementById('media-video');
progressBar = document.getElementById('progress-bar');
canvas = document.getElementById('progress-bar');
canvas.addEventListener("click", function(e) {
var canvas = document.getElementById('progress-bar');
if (!e) {
e = window.event;
} //get the latest windows event if it isn't set
try {
//calculate the current time based on position of mouse cursor in canvas box
mediaPlayer.currentTime = mediaPlayer.duration * (e.offsetX / canvas.clientWidth);
}
catch (err) {
// Fail silently but show in F12 developer tools console
if (window.console && console.error("Error:" + err));
}
}, true);
mediaPlayer.addEventListener('timeupdate', updateProgressBar, false);
Then create a function outside of your initialization function for the timeupdate listener to call and automatically update the progress bar for you
function updateProgressBar() {
mediaPlayer = document.getElementById('media-video');
//get current time in seconds
var elapsedTime = Math.round(mediaPlayer.currentTime);
//update the progress bar
if (canvas.getContext) {
var ctx = canvas.getContext("2d");
//clear canvas before painting
ctx.clearRect(0, 0, canvas.clientWidth, canvas.clientHeight);
ctx.fillStyle = "rgb(255,0,0)";
var fWidth = (elapsedTime / mediaPlayer.duration) * (canvas.clientWidth);
if (fWidth > 0) {
ctx.fillRect(0, 0, fWidth, canvas.clientHeight);
}
}
}
I haven't completely cleaned it up yet. Hence the redundant handles to the same id. But I'm sure you get the picture.
Hope this can save someone some time. If you're trying to set this up in an Angular app, you'll notice this is your controller context. So you'll need to use e.srcElement.clientWidth for this to work.
vm.setPosition = function(e){
var percent = ((e.offsetX / e.srcElement.clientWidth));
vm.songObject.setProgress(percent);
}
I wrote about that in Working with HTML5 multimedia components – Part 3: Custom controls, scroll down to "Adding a progress bar".
I have code for one button, how to do for multiple?
image example
I tried to get around all the elements, but the tracks played simultaneously.
http://codepen.io/anon/pen/mmyaQx
On jquery I did it, but I can not on native JavaScript.
window.onload = function(){
var myAudio = document.getElementById('my-audio');
var play = document.getElementById('play');
var pause = document.getElementById('pause');
var loading = document.getElementById('loading');
var bar = document.getElementById('bar');
function displayControls() {
loading.style.display = "none";
play.style.display = "block";
}
// check that the media is ready before displaying the controls
if (myAudio.paused) {
displayControls();
} else {
// not ready yet - wait for canplay event
myAudio.addEventListener('canplay', function() {
displayControls();
});
}
play.addEventListener('click', function() {
myAudio.play();
play.style.display = "none";
pause.style.display = "block";
});
pause.addEventListener('click', function() {
myAudio.pause();
pause.style.display = "none";
play.style.display = "block";
});
// display progress
myAudio.addEventListener('timeupdate', function() {
//sets the percentage
bar.style.width = parseInt(((myAudio.currentTime / myAudio.duration) * 100), 10) + "%";
});
}
#controls {
width: 80px;
float: left;
}
#progress {
margin-left: 80px;
border: 1px solid black;
}
#bar {
height: 20px;
background-color: green;
width: 0;
}
<audio id="my-audio">
<source src="http://jPlayer.org/audio/mp3/Miaow-07-Bubble.mp3" type="audio/mpeg">
<source src="http://jPlayer.org/audio/ogg/Miaow-07-Bubble.ogg" type="audio/ogg">
</audio>
<div id="controls">
<span id="loading">loading</span>
<button id="play" style="display:none">play</button>
<button id="pause" style="display:none" >pause</button>
</div>
<div id="progress">
<div id="bar"></div>
</div>
I do not know what you want to achieve, but it seems that you are trying to reinvent the wheel...
Do you know that you can enable controls on the HTML5 audio player? :)
<audio controls>
<source src="http://jPlayer.org/audio/mp3/Miaow-07-Bubble.mp3" type="audio/mpeg">
<source src="http://jPlayer.org/audio/ogg/Miaow-07-Bubble.ogg" type="audio/ogg">
</audio>
something like this will help you..
make function instead of window.onload and paremetrize it.. then call each in start function..
function start(){
buildOne( 'my-audio', 'play', 'pause', 'loading', 'bar' );
buildOne( 'my-audio2', 'play2', 'pause2', 'loading2', 'bar2' );
}
window.onload = start;
full example is here: http://codepen.io/mkdizajn/pen/ZKYwEQ?editors=1011
My code: https://jsfiddle.net/m656xw8s/24/
I've been trying to get autoplay to work, can someone show me what the correct code would be? Using the code I provided. Using [getElementById]
var player = document.getElementById('player').autoplay; document.getElementById('player').innerHTML = true;
<button id="playButton" style="border:none; width: 200px; height: 200px; cursor: pointer; font-family:Tahoma; font-weight: bold;font-size:14px; background-color:red;color:blue;" onclick="
var player = document.getElementById('player').autoplay;
document.getElementById('player').innerHTML = true;
var player = document.getElementById('player').volume='1.0';
var button = document.getElementById('playButton');
var player = document.getElementById('player');
if (player.paused) {
playButton.style.backgroundColor = 'red';
player.play();
} else {
playButton.style.backgroundColor = 'red';
player.pause();
}">
</button>
<audio id="player" style="display:none;">
<source src='http://hi5.1980s.fm/;' type='audio/mpeg' />
</audio>
Set the autoplay then load.
http://www.w3schools.com/tags/tryit.asp?filename=tryhtml5_av_prop_autoplay
Update:
document.getElementById('playButton').addEventListener('click', autoPlayToggle);
document.getElementById('autovolume_range').addEventListener('change', changeVol);
//Only getElementById once!
var player = document.getElementById("player");
var autoplaytext = document.getElementById("autoplay_text");
var autovolumetext = document.getElementById("autovolume_range");
//Boolean from localstorage to keep state of the player
var autoPlayOn = autoplaytext.value = (localStorage.getItem("keepAutoPlay") === "true");
var setVolumeOn = autovolumetext.value = parseFloat(localStorage.getItem("keepVolume"));
player.volume = setVolumeOn;
player.autoplay = autoPlayOn;
player.load();
//Force play if it dosen't autoplay after refresh
if (player.autoplay == true) {
player.play();
} else {
player.pause();
}
//Function
//When the user refreshes the page it will keep the autoplay state
function autoPlayToggle() {
if (player.paused) {
player.play();
player.autoplay = true;
} else {
player.pause();
player.autoplay = false;
}
//Show the state in a text box
autoplaytext.value = player.autoplay;
//Save updated state to your local disk
localStorage.setItem("keepAutoPlay", autoplaytext.value);
}
//Save state of volume
function changeVol() {
player.volume = this.value;
localStorage.setItem("keepVolume", this.value);
}
<button id="playButton" style="border:none; width: 200px; height: 200px; cursor: pointer; font-family:Tahoma; font-weight: bold;font-size:14px; background-color:red;color:blue;">
</button>
<audio id="player" style="display:none;" >
<source src='http://hi5.1980s.fm/;' type='audio/mpeg'/>
</audio>
AutoPlay: <input id="autoplay_text" />
AutoVolume: <input type="range" step="0.1" min="0.0" max="1.0" id="autovolume_range" />
https://jsfiddle.net/LeroyRon/dtnrdjd5/
You only need to add attribute auto play to your audio tag see the updated code below; Based on your code you are redeclaring player multiple times see the updated code below. Your auto play is triggered on button click based on your code, you may want to separate the javascript codes to the button and just trigger a method indicated on your button click event.
You will need to use removeAttribute to remove the autoplay from your audio element. I added the code on how to do it below.
//player declared outside of the audioPlay method to make it accessible inside the audioPlay method
var player = document.getElementById('player');
//auto play set outside playAudio method outside of the button click event method
player.setAttribute('autoplay', '');
//to set autoplay false uncomment the code below
//player.removeAttribute('autoplay');
//playAudio is triggered on button click event
function playAudio(){
player.setAttribute('volume', 1.0);
var button = document.getElementById('playButton');
if (player.paused) {
playButton.style.backgroundColor = 'red';
player.play();
} else {
playButton.style.backgroundColor = 'red';
player.pause();
}
}
<button id="playButton" style="border:none; width: 200px; height: 200px; cursor: pointer; font-family:Tahoma; font-weight: bold;font-size:14px; background-color:red;color:blue;" onclick="
playAudio()">
</button>
<audio id="player" style="display:none;">
<source src='http://hi5.1980s.fm/;' type='audio/mpeg' />
</audio>
I have the code of audio player. How can I change the picture of play/pause button when press?
<div class="onlineradio"><img src="images/Radio.jpg" alt="" />
<p><video id="yourAudio" width="0" height="0">
<source src='http://178.219.160.126:8000/stream.mp3' type='audio/mpeg' preload="auto" />
</video> <a id="audioControl" href="#"><img src="images/radioscalebutton.png" alt="" /></a></p>
</div>
<script>// <![CDATA[
var yourAudio = document.getElementById('yourAudio'),
ctrl = document.getElementById('audioControl');
ctrl.onclick = function () {
// Update the Button
var pause = ctrl.innerHTML === 'pause!';
ctrl.innerHTML = pause ? 'pause' : 'play';
// Update the Audio
var method = pause ? 'pause' : 'play';
yourAudio[method]();
// Prevent Default Action
return false;
};
// ]]></script>
I have implemented a final working solution with custom audio controls (play and pause) with toggling state button. If something is not clear for you, please ask.
Here is the working solution and the JSFiddle:
var yourAudio = document.getElementById('yourAudio'),
ctrl = document.getElementById('audioControl'),
playButton = document.getElementById('play'),
pauseButton = document.getElementById('pause');
function toggleButton() {
if (playButton.style.display === 'none') {
playButton.style.display = 'block';
pauseButton.style.display = 'none';
} else {
playButton.style.display = 'none';
pauseButton.style.display = 'block';
}
}
ctrl.onclick = function () {
if (yourAudio.paused) {
yourAudio.play();
} else {
yourAudio.pause();
}
toggleButton();
// Prevent Default Action
return false;
};
#audioControl img {
width: 50px;
height: 50px;
}
#pause {
display: none;
}
<div class="onlineradio">
<img src="images/Radio.jpg" alt="" />
<p>
<audio id="yourAudio">
<source src='http://178.219.160.126:8000/stream.mp3' type='audio/mpeg' preload="auto" />
</audio>
<a id="audioControl" href="#">
<img src="http://etc-mysitemyway.s3.amazonaws.com/icons/legacy-previews/icons/glossy-black-3d-buttons-icons-media/002110-glossy-black-3d-button-icon-media-a-media22-arrow-forward1.png" id="play"/>
<img src="https://www.wisc-online.com/asset-repository/getfile?id=415&getType=view" id="pause"/>
</a>
</p>
</div>
You can download the images of controls and use refer to them locally.
<html>
<head>
<script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4/jquery.min.js"></script>
<script>
$(document).ready(function(){
var counter = 0;
var numOfTracks = $(".audio-player").length;
$("#play-bt").click(function(){
$(".audio-player")[counter].play();
$("#message").text("Music started");
})
$("#pause-bt").click(function(){
$(".audio-player")[counter].pause();
$("#message").text("Music paused");
})
$("#stop-bt").click(function(){
$(".audio-player")[counter].pause();
$(".audio-player")[counter].currentTime = 0;
$("#message").text("Music Stopped");
})
$("#next-bt").click(function(){
$(".audio-player")[counter].pause();
$(".audio-player")[counter].currentTime = 0;
counter++;
if(counter > numOfTracks - 1){
counter = 0 ;
}
$(".audio-player")[counter].play();
$("#message").text("Next Track started");
})
$("#prev-bt").click(function(){
$(".audio-player")[counter].pause();
$(".audio-player")[counter].currentTime = 0;
counter--;
$(".audio-player")[counter].play();
$("#message").text("Previous Track");
})
$(".audio-player").bind('timeupdate', function(){
//Gets the whole duration of the track.
//No idea kung saan ko ilalagay sa UI**IMPLEMENT LATER**
var track_length = $(".audio-player")[counter].duration;
var secs = $(".audio-player")[counter].currentTime;
var progress = (secs/track_length) * 100;
$('#progressbar').css({'width' : progress * 2});
//Will Use these later on production
//NOTE DO NOT DELETE
//Track Minutes
var tcMins = parseInt(secs/60);
//Track Seconds
var tcSecs = parseInt(secs - (tcMins * 60));
if (tcSecs < 10) { tcSecs = '0' + tcSecs; }
// Display the time. REMEMBER
$('#timecode').html(tcMins + ':' + tcSecs);
})
})
</script>
<style>
/*Seperate this some time in the development*/
#playerContainer{
background-color: #A8A8A8 ;
width: 260px;
height: 55px;
padding: 8px;
border: 1px solid #d0d0d0;
}
/* Player Controls */
/*list items of controls */
#playerControls li {
display: block;
width: 32px;
height: 32px;
padding: 0px;
float: left;
cursor: pointer;
}
#playerControls { list-style: none; padding: 0px; margin: 0px;}
/*Images for each li items items */
#play-bt { background: url('icons/glyphicons_173_play.png'); background-repeat:no-repeat }
#pause-bt {background: url('icons/glyphicons_174_pause.png'); background-repeat:no-repeat;}
#next-bt { background: url('icons/glyphicons_176_forward.png'); background-repeat:no-repeat}
#prev-bt {background: url('icons/glyphicons_172_rewind.png'); background-repeat:no-repeat;}
/*Progress Stuff*/
/*Remember to manipulate its width via javascript later*/
#progressContainer
{
background-color:#e0e0e0;
height: 14px;
width: 256px;
float: left;
margin-left: 0px;
}
#progressbar {background-color: #1384bb; height:14px; width:0%; }
</style>
</head>
<body>
<audio class ="audio-player" name= "audio-player" src="04-zedd-stars_come_out_(terravita_remix).ogg" >
<p>Sorry your file doesn't support html5</p>
</audio>
<!--Second Track For Testing Purposes-->
<audio class ="audio-player" name= "audio-player" src="01-hard_rock_sofa-quasar.mp3" ></audio>
<div id="message"></div>
<div id = "playerContainer">
<ul id = "playerControls" >
<li id = "prev-bt"></li>
<li id= "play-bt"></li>
<li id= "pause-bt"></li>
<li id = "next-bt"></li>
<li id= "stop-bt" ></li>
<li><span id ="timecode"></span></li>
</ul>
<div id="progressContainer"><!-- Progess bars container //-->
<div id="progressbar"></div>
</div>
</div>
</div>
</body>
</html>
How can I click a certain part of my progress bar so that I can move it to a different time in the track? I have no idea on how I am going to do that. any ideas ?
Given some html that looks like this:
<div class="container">
<video class="video">
<source></source>
</video>
<progress min="0" max="100" value="0"></progress>
<div class="controls"></div>
</div>
In order to seek to a specific time in the video as a result of a click event the js would look like this:
var player = document.querySelector("video");
var progressBar = document.querySelector("progress");
progressBar.addEventListener("click", seek);
function seek(e) {
var percent = e.offsetX / this.offsetWidth;
player.currentTime = percent * player.duration;
progressBar.value = percent / 100;
}
However, this doesn't address how to seek on a click/drag (like most video players do). include script
I came across this question today because I am creating a custom HTML5 video player and had the same question. Just in regards to video instead of audio. The process should work the same though.
I found this article and was able to incorporate the progress bar part of it into my player. https://msdn.microsoft.com/en-us/library/ie/gg589528%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
Instead of using a progressbar element, like I was doing, or a div element, like you're doing, the trick here is to use a canvas element instead.
<canvas id='progress-bar' width="200" height="20" style="border:1px solid green;">canvas not supported</canvas>
Then in your JavaScript, create a handle to reference it by
var mediaPlayer;
var progressBar;
var canvas;
When the document loads, initialize everything including the progress bar items
mediaPlayer = document.getElementById('media-video');
progressBar = document.getElementById('progress-bar');
canvas = document.getElementById('progress-bar');
canvas.addEventListener("click", function(e) {
var canvas = document.getElementById('progress-bar');
if (!e) {
e = window.event;
} //get the latest windows event if it isn't set
try {
//calculate the current time based on position of mouse cursor in canvas box
mediaPlayer.currentTime = mediaPlayer.duration * (e.offsetX / canvas.clientWidth);
}
catch (err) {
// Fail silently but show in F12 developer tools console
if (window.console && console.error("Error:" + err));
}
}, true);
mediaPlayer.addEventListener('timeupdate', updateProgressBar, false);
Then create a function outside of your initialization function for the timeupdate listener to call and automatically update the progress bar for you
function updateProgressBar() {
mediaPlayer = document.getElementById('media-video');
//get current time in seconds
var elapsedTime = Math.round(mediaPlayer.currentTime);
//update the progress bar
if (canvas.getContext) {
var ctx = canvas.getContext("2d");
//clear canvas before painting
ctx.clearRect(0, 0, canvas.clientWidth, canvas.clientHeight);
ctx.fillStyle = "rgb(255,0,0)";
var fWidth = (elapsedTime / mediaPlayer.duration) * (canvas.clientWidth);
if (fWidth > 0) {
ctx.fillRect(0, 0, fWidth, canvas.clientHeight);
}
}
}
I haven't completely cleaned it up yet. Hence the redundant handles to the same id. But I'm sure you get the picture.
Hope this can save someone some time. If you're trying to set this up in an Angular app, you'll notice this is your controller context. So you'll need to use e.srcElement.clientWidth for this to work.
vm.setPosition = function(e){
var percent = ((e.offsetX / e.srcElement.clientWidth));
vm.songObject.setProgress(percent);
}
I wrote about that in Working with HTML5 multimedia components – Part 3: Custom controls, scroll down to "Adding a progress bar".