Audio file looping in p5js - javascript

First I just want to say thank you to everyone that has been helping me on this site. It's really helping my confidence with javascript.
I am building an audio/visual app that should play a different sound every time the user clicks. Every time the user clicks, the animation restarts as well and so on. My issue is that I plan on inserting 5-10 sounds that I have designed myself and I would like them to loop with every click. Meaning click once, soun1 plays. Click again, sound 2 plays. So in my mind, I should create a for loop with an array of the sounds. Simple idea, but I have no idea how to do this in vanilla js let alone p5. I'm working with p5 because I might want to add audio effects later on. Anyway, this is what I have tried below. I can play a single sound just fine, and feel like I am on the right track, but I keep getting errors like .play() is not defined.
I know the syntax below is wayyyy off in the loop area. I just started throwing everything at the wall.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<script src="resources\p5.js"></script>
<script src="resources\p5.dom.js"></script>
<script src="resources\p5.sound.js"></script>
<script type="text/javascript" src="js\app.js"></script>
<link rel="stylesheet" href="css\style.css">
<title>Breathe</title>
</head>
<body>
</body>
</html>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
let outerDiam = 0;
let cnv;
let px;
let py;
let bgColor;
let sound1;
let sound2;
let sound3;
let sound4;
let sound5;
let allSounds;
function centerCanvas() {
let x = (windowWidth - width) / 2;
let y = (windowHeight - height) / 2;
cnv.position(x, y);
}
function setup() {
sound1 = loadSound('https://www.dl.dropboxusercontent.com/s/hkg7jnhfwic842j/bubbles.mp3?dl=0', loaded);
sound2 = loadSound('https://www.dl.dropboxusercontent.com/s/9el41r25exizbwl/clay.mp3?dl=0', loaded);
sound3 = loadSound('https://www.dl.dropboxusercontent.com/s/8o5rgfknx0do8ps/confetti.mp3?dl=0', loaded);
sound4 = loadSound('https://www.dl.dropboxusercontent.com/s/g5auzxd6lkk522a/corona.mp3?dl=0', loaded);
sound5 = loadSound('https://www.dl.dropboxusercontent.com/s/pc73ig27wmmnc4l/dotted-spiral.mp3?dl=0', loaded);
cnv = createCanvas(windowWidth, windowHeight);
cnv.style('display', 'block');
centerCanvas();
bgColor = random(150, 255);
}
function loaded() {
console.log('song is loaded');
}
function windowResized() {
centerCanvas();
}
function draw() {
background(bgColor);
for (let i = 0; i < 5; i++){
let diam = outerDiam - 30 * i;
if (diam > 0) {
let fade = map(diam, 0, width, 0, 255);
stroke(fade);
noFill();
ellipse(px, py, diam);
}
}
outerDiam = outerDiam + 2;
}
function mousePressed() {
outerDiam = 0;
px = random(width);
py = random(height);
bgColor = random (150, 255);
// if (!sound1.isPlaying()) {
// sound1.play();
// sound1.play();
// } else {
// sound1.pause();
// }
allSounds = [sound1, sound2, sound3, sound4, sound5];
let newSound = [];
for (let i = 0; i < allSounds.length; i++) {
allSounds[i].push(newSound);
allSounds[i].play();
}
}

Not a P5 expert, but you can do this using plain Javascript, using the Audio class:
var audio = new Audio("path/to/audio");
audio.loop = true; //loop
audio.play(); //play
Then, whenever you want to change track:
audio.pause(); //stop playing old track
audio.currentTime = 0; //rewind
audio.src = "path/to/new_track" //change track
audio.play() //play

Related

iOS 15: Web Audio playback stops working in Safari after locking screen for a few minutes

This seems to be an issue after I upgraded my iPod Touch to iOS 15 (15.0.1).
When running the example below, it works fine on the first load, playing the sound as many times as I want. However, if I lock the screen on my iPod Touch, then return after a couple minutes, the sound no longer plays. To troubleshoot I set up a state change listener on the AudioContext instance and verified that Safari sets the state back to running after it was set to interrupted when the screen was locked. Yet, the sound does not play.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>audio-test</title>
</head>
<body>
<script>
const AudioContext = window.AudioContext || window.webkitAudioContext;
const audioContext = new AudioContext();
// Create AudioBuffer and fill with two seconds of white noise.
const channels = 2;
const frameCount = audioContext.sampleRate * 2.0;
const audioBuffer = audioContext.createBuffer(channels, frameCount, audioContext.sampleRate);
for (var channel = 0; channel < channels; channel++) {
var nowBuffering = audioBuffer.getChannelData(channel);
for (var i = 0; i < frameCount; i++) {
nowBuffering[i] = Math.random() * 2 - 1;
}
}
const button = document.createElement('button');
button.textContent = 'Play Audio';
document.body.append(button);
button.addEventListener('click', () => {
const currentSourceNode = new AudioBufferSourceNode(audioContext, {
buffer: audioBuffer,
});
currentSourceNode.connect(audioContext.destination);
currentSourceNode.start();
});
</script>
</body>
</html>
Strangely, if I add an audio element to the HTML that points to some mp3 file, which isn't even referenced in the code at all, then locking the screen for a while then returning to the page no longer affects the audio playback.
Updated code:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>audio-test</title>
</head>
<body>
<script>
const AudioContext = window.AudioContext || window.webkitAudioContext;
const audioContext = new AudioContext();
// Create AudioBuffer and fill with two seconds of white noise.
const channels = 2;
const frameCount = audioContext.sampleRate * 2.0;
const audioBuffer = audioContext.createBuffer(channels, frameCount, audioContext.sampleRate);
for (var channel = 0; channel < channels; channel++) {
var nowBuffering = audioBuffer.getChannelData(channel);
for (var i = 0; i < frameCount; i++) {
nowBuffering[i] = Math.random() * 2 - 1;
}
}
const button = document.createElement('button');
button.textContent = 'Play Audio';
document.body.append(button);
button.addEventListener('click', () => {
const currentSourceNode = new AudioBufferSourceNode(audioContext, {
buffer: audioBuffer,
});
currentSourceNode.connect(audioContext.destination);
currentSourceNode.start();
});
</script>
<audio src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/858/outfoxing.mp3" crossorigin="anonymous"></audio>
</body>
</html>
Screen lock does not allow scripts to run on IOS.
My workaround is to run 2 audio player elements.
One audioElementWithSound and, another with an empty-10s.mp3 file.
Clicking play starts both elements.
I then have an event listner listening to 'ended' on the empty.mp3, re-starting the empty.mp3 if the withSound is not done playing yet.
It would look something like this :
let audioElement();
let stayAwakeAudio();
function playSound(){
audioElement.src = "/assets/audioClip.mp3"
audioElement.play;
stayAwake()
}
function stayAwake() {
console.log("I'm awake");
stayAwakeAudio.src = "/assets/empty10sSoundFile.mp3";
stayAwakeAudio.play();
}
stayAwakeAudio.addEventListener('ended', function () {
if (audioElement.play) {
console.log('Audio still playing')
stayAwake();
}
else {
console.log('No audio playing, letting screen time out');
}
}, false);

Web Audio Clock: getting frequency to sound right

Trying in JS to create a single oscillator, with a smooth, non-clicking frequency tone that rapidly turns on and off. Timing for web audio discussed by [Chris Wallace][1]. A timing scheduler can be found by [Aqilah Misuary][2]. This example produces a correct-sounding tone based on the frequency. However, a noticeable click is present. Fixing clicks has been addressed by a posting on [Stack Overflow][3].
First code snippet is based on the Code Pen version (see link 2), changing frequency to 432 Hz.
Second code snippet:
Adapted JS (see links 2 and 3) from these resources, adding ramping, using the 432 Hz frequency,I can get the clicking to stop, but my frequency sound is now blunted, no longer has the correct 432 Hz frequency sound. I suspect that I am doing something wrong, not using the timing or settings correctly. I've tried various timings and settings and even "initial" instead of "exponential" ramping, but none have fixed the issue: clicking gone but frequency sound is now blunted, doesn't retain the correct sound based on the frequency chosen and that would be heard if ramping is not used, leaving the clicking. I must be doing something wrong?
Any way to fix the clicking without blunting the sound?
[1]: https://www.html5rocks.com/en/tutorials/audio/scheduling/
[2]: https://codepen.io/aqilahmisuary/pen/ONEKVM
[3]: Web audio "Click" sound even when using exponentialRampToValueAtTime
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>Untitled Document</title>
</head>
<body>
<p><button name="button" id="startBtn">Start</button>
<button name="button" id="stopBtn">Stop</button></p>
<p>Audio Context Current Time:</p>
<p><span id="clock"></span></p>
<p>nextNotetime:</p>
<p><span id="nextNote"></span></p>
<style>
span, p, button {
font-family: 'Courier New', Courier, 'Lucida Sans Typewriter', 'Lucida Typewriter', monospace;
font-size: 25px;
font-weight: 1000;
line-height: 26.4px;
text-align: center;
}
span {
font-weight: 200;
}
</style>
<script>
window.AudioContext = window.AudioContext || window.webkitAudioContext;
var audioContext = new AudioContext();
var nextNotetime = audioContext.currentTime;
var clock = document.getElementById("clock");
var nextNote = document.getElementById("nextNote");
var startBtn = document.getElementById("startBtn");
var stopBtn = document.getElementById("stopBtn");
var timerID;
setInterval(function(){ clock.innerHTML = audioContext.currentTime; }, 100);
function playSound(time) {
var osc = audioContext.createOscillator();
osc.connect(audioContext.destination);
osc.frequency.value = 432;
osc.start(time);
osc.stop(time + 0.1);
};
function scheduler() {
while(nextNotetime < audioContext.currentTime + 0.1) {
nextNotetime += 0.5;
nextNote.innerHTML = nextNotetime;
playSound(nextNotetime);
}
timerID = window.setTimeout(scheduler, 50.0);
}
startBtn.addEventListener('click', function() {
scheduler();
}, false);
stopBtn.addEventListener('click', function() {
clearTimeout(timerID);
}, false);
if(audioContext.state === 'suspended'){
audioContext.resume();
};
</script>
</body>
</html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>Untitled Document</title>
</head>
<body>
<p><button name="button" id="startBtn">Start</button>
<button name="button" id="stopBtn">Stop</button></p>
<p>Audio Context Current Time:</p>
<p><span id="clock"></span></p>
<p>nextNotetime:</p>
<p><span id="nextNote"></span></p>
<style>
span, p, button {
font-family: 'Courier New', Courier, 'Lucida Sans Typewriter', 'Lucida Typewriter', monospace;
font-size: 25px;
font-weight: 1000;
line-height: 26.4px;
text-align: center;
}
span {
font-weight: 200;
}
</style>
<script>
window.AudioContext = window.AudioContext || window.webkitAudioContext;
var audioContext = new AudioContext();
var nextNotetime = audioContext.currentTime;
var clock = document.getElementById("clock");
var nextNote = document.getElementById("nextNote");
var startBtn = document.getElementById("startBtn");
var stopBtn = document.getElementById("stopBtn");
var timerID;
var gainNode = audioContext.createGain();
var osc;
var rampDuration = 0.3;
gainNode.connect(audioContext.destination);
setInterval(function(){ clock.innerHTML = audioContext.currentTime; }, 100);
function playSound(time) {
osc = audioContext.createOscillator();
osc.connect(gainNode);
osc.frequency.value = 432;
osc.type = "sine";
gainNode.gain.setValueAtTime(1, audioContext.currentTime);
gainNode.gain.linearRampToValueAtTime(0.0001, audioContext.currentTime + rampDuration);
gainNode.gain.linearRampToValueAtTime(1, audioContext.currentTime + rampDuration);
osc.start(time);
osc.stop(time + 0.01);
};
function scheduler() {
while(nextNotetime < audioContext.currentTime + 0.1) {
nextNotetime += 0.5;
nextNote.innerHTML = nextNotetime;
playSound(nextNotetime);
}
timerID = window.setTimeout(scheduler, 50.0);
}
startBtn.addEventListener('click', function() {
scheduler();
}, false);
stopBtn.addEventListener('click', function() {
clearTimeout(timerID);
}, false);
if(audioContext.state === 'suspended'){
audioContext.resume();
};
</script>
</body>
</html>
Based on the comments, we're essentially dealing with a short repetitive loop that needs exact timing, so an AudioBufferSourceNode is our weapon of choice:
It's especially useful for playing back audio which has particularly stringent timing accuracy requirements, such as for sounds that must match a specific rhythm
Unfortunately that also means we'll need to get our hands dirty and write some DSP code to synthesize that buffer, but it's honestly not that bad (especially since we can just work in floating point numbers, not raw PCM buffers...).
To avoid clicks (where the oscillator is cut off mid-phase, as it were), we take advantage of the facts that a sine wave always starts at zero and we render a single loop of the sound, so all we need to do is make sure the end of the wave does not stop abruptly. We do that by slightly adjusting the length of the tone to make sure the last audible sample is very near to zero.
The example here has a couple of buttons to demonstrate different parameters. You could hook those up into UI components.
var audioContext = new AudioContext();
var gainNode = audioContext.createGain();
gainNode.connect(audioContext.destination);
var playerNode = null; // Initialized later.
function createLoop(audioContext, toneFrequency, toneDuration, loopDuration) {
const arrayBuffer = audioContext.createBuffer(
1,
audioContext.sampleRate * loopDuration,
audioContext.sampleRate,
);
const channel = arrayBuffer.getChannelData(0); // mono, only deal with single channel
const toneDurationInSamples = Math.floor(audioContext.sampleRate * toneDuration);
const phasePerSample = (Math.PI * 2 * toneFrequency) / audioContext.sampleRate;
let audible = true;
for (let i = 0; i < arrayBuffer.length; i++) {
if (audible) {
let value = Math.sin(phasePerSample * i);
channel[i] = value;
// We might slightly overshoot the tone's requested duration
// but we need to wait for the oscillation to be near zero
// to avoid an audible click (when the signal "snaps" from an arbitrary
// value to zero).
if (i >= toneDurationInSamples && Math.abs(value) < 0.02) {
audible = false;
}
} else {
channel[i] = 0; // Silence
}
}
return arrayBuffer;
}
function go(hz, length) {
halt(); // Remove the old player node. We couldn't modify the buffer anyway.
playerNode = audioContext.createBufferSource();
playerNode.loop = true;
playerNode.connect(gainNode);
const buf = createLoop(audioContext, hz, length / 5, length);
playerNode.buffer = buf;
playerNode.start();
audioContext.resume();
}
function halt() {
if (playerNode) {
playerNode.stop();
playerNode.disconnect();
playerNode = null;
}
}
function handleVolumeChange(volume) {
gainNode.gain.setValueAtTime(volume, audioContext.currentTime);
}
Since an Audio Context can't start with interaction, you'll need to hit a button...
<br />
<button onclick="go(432, 0.5)">Go at 432 hz</button>
<button onclick="go(880, 0.3)">Go faster and at 880 hz</button>
<button onclick="go(1250, 0.1)">Go really fast and high</button>
<button onclick="halt()">Stop going</button>
<br />
Volume: <input type="range" min="0" max="1" value="1" step="0.01" onInput="handleVolumeChange(event.target.valueAsNumber)">

How to replace a moving <img> with another one during movement using JavaScript?

I have a moving image that moves across the screen from left to right. I need to replace it in the middle of the screen with another image for 5 seconds and then replace it back again resume the movement. could anyone please help me with that ?
Here's the code I have so far. I'm new to this , any help would be very much appreciated ! Thanks in advance !
const catImg = document.querySelector('img');
let marginLeft = (catImg.style.left = 0);
let marginRight = catImg.style.right;
const body = document.querySelector('body');
body.style.position = 'relative';
function catWalk() {
let halfWidth = window.innerWidth / 2 - catImg.width / 2;
marginLeft = '0px';
if (
parseInt(window.getComputedStyle(catImg).left) <
Math.floor(window.innerWidth / 2 - catImg.width / 2)
) {
marginLeft = parseInt(window.getComputedStyle(catImg).left) + 10 + 'px';
catImg.style.left = marginLeft;
return;
} else if (parseInt(window.getComputedStyle(catImg).left) == Math.round(halfWidth / 10) * 10) {
catImg.src = 'https://tenor.com/StFI.gif';
function dancingCat(timePassed) {
let startTime, endTime;
function start() {
startTime = performance.now();
return startTime;
}
function end() {
endTime = performance.now();
timePassed = endTime - startTime;
console.log(timePassed);
return endTime;
}
if (timePassed == 5000) {
catImg.src = 'http://www.anniemation.com/clip_art/images/cat-walk.gif';
}
}
} else if (
parseFloat(window.getComputedStyle(catImg).left) >
window.innerWidth - catImg.width / 2
) {
console.log('stop here');
catImg.style.left = '0px';
return;
}
return;
}
setInterval(catWalk, 50);
catWalk();
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>Cat Walk</title>
</head>
<body>
<img style="position: absolute;" src="http://www.anniemation.com/clip_art/images/cat-walk.gif" />
<script src="ex5-catWalk.js"></script>
</body>
</html>
Based on your code I made a refactor separating each sentence between functions. BTW, try to avoid declare functions within functions. I'm giving you just an example of how can you make it. I'm sure it could be better turning each function as pure, but it works fine.
Edition
Adding some lines to start function you can achieve a loop cycle when the cat overflows the right side window.
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>Cat Walk</title>
</head>
<body>
<img width="200" src="http://www.anniemation.com/clip_art/images/cat-walk.gif" />
<script type="text/javascript">
let interval, leftPos = 0, stopped = 0;
const img = document.querySelector('img');
const windowHalf = window.innerWidth / 2;
const middlePos = windowHalf - img.width / 2;
function step(img, size) {
leftPos += size;
return img.style.marginLeft = leftPos + 'px';
}
function start() {
interval = setInterval(() => {
if (leftPos < window.innerWidth) {
if (leftPos < middlePos || stopped) {
return step(img, 5);
} else {
clearInterval(interval);
return stop();
}
} else {
// restart variables when cat overflows window area
leftPos = 0;
stopped = 0;
}
}, 50)
}
function stop() {
img.src = 'https://tenor.com/StFI.gif';
stopped++
setTimeout(() => {
img.src = 'http://www.anniemation.com/clip_art/images/cat-walk.gif';
start()
}, 5000)
}
start();
</script>
</body>
</html>

Javascript Key Pressed + setTimeout()

I am making a game with html and javascript. Just for clarification, this is not a duplicate or anything. Nothing has the answer I need. Also before I explain, I want to say I have no trouble with the key listener, my game knows when a key is pressed and when it is released. Okay, I have 5 frames of a character walking. I have a while loop that basically says while the key D is pressed or Right arrow is pressed, then increment the frames to make it look like the character is walking. Then it has a setTimeout function that pauses for 1/10 of a second. This should make it look like the character is walking. I know it has something to do with the setTimeout() function. Here is the while loop:
while (keys[68] || keys[39]) {
charFrame++;
setTimeout(function() {
}, 100);
}
Then here is my code:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Sparring Spartans</title>
<style type="text/css">
</style>
</head>
<body>
<canvas id="canvas" width="1000" height="600"></canvas>
<script type="text/javascript">
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
var width = canvas.width;
var height = canvas.height;
var groundX = 0, groundY = 400;
var playerx = width/2, playery = groundY-120;
var charFrame = 1;
var speed = 4;
var keys = [];
window.addEventListener("keydown", function(e) {
keys[e.keyCode] = true;
}, false);
window.addEventListener("keyup", function(e) {
delete keys[e.keyCode];
}, false);
var spartan1 = new Image();
spartan1.src = "spartan1.png";
var spartan2 = new Image();
spartan2.src = "spartan2.png";
var spartan3 = new Image();
spartan3.src = "spartan3.png";
var spartan4 = new Image();
spartan4.src = "spartan4.png";
var spartan5 = new Image();
spartan5.src = "spartan5.png";
var stone = new Image();
stone.src = "stone.png";
function game() {
update();
render();
}
function player() {
if (charFrame === 1) {
context.drawImage(spartan1, playerx, playery);
} else if (charFrame === 2) {
context.drawImage(spartan2, playerx, playery);
} else if (charFrame === 3) {
context.drawImage(spartan3, playerx, playery);
} else if (charFrame === 4) {
context.drawImage(spartan4, playerx, playery);
} else if (charFrame === 5) {
context.drawImage(spartan5, playerx, playery);
}
}
function ground() {
for (var i = 0; i <= 1000; i += 55) {
context.drawImage(stone, i, groundY);
}
for (var i = 0; i <= 1000; i += 55) {
context.drawImage(stone, i, groundY+55);
}
for (var i = 0; i <= 1000; i += 55) {
context.drawImage(stone, i, groundY+110);
}
for (var i = 0; i <= 1000; i += 55) {
context.drawImage(stone, i, groundY+165);
}
}
function manager() {
ground();
while (keys[68] || keys[39]) {
charFrame++;
setTimeout(function() {
}, 100);
}
player();
}
function update() {
manager();
player();
}
function render() {
context.fillStyle = "#AFE4FF";
context.fillRect(0, 0, width, height);
manager();
}
setInterval(function() {
game();
}, 1000/30);
</script>
</body>
</html>
What am I doing wrong? I know it HAS to be the setTimeout, but I have tried to fix this problem many times. The images don't even change.
Because your manager function gets called 30 times per second, you should check your keypress once per frame using an if statement instead of a loop:
function manager() {
ground();
if (keys[68] || keys[39]) {
charFrame++;
}
}
In addition, your manager function is getting called twice per frame, once in the update function and once in the render function. Also, your player function is called both in update and in manager, again twice per frame. Your code will need some refactoring in order to work properly, to make sure nothing gets called twice per frame.

Recommended way to redraw an html canvas from inside a loop using setTimeout [duplicate]

This question already has answers here:
Javascript SetTimeout and Loops [duplicate]
(3 answers)
Closed 9 years ago.
I have researched a lot, mostly in SO, about setTimeout being "not blocking", and so being not suitable to be used inside a for loop, since the loop keeps going on and one while the function calls keep building up.
I have an HTML file which documents an image processing algorithm, so I want to display the active pixels "walking" in a "human-readable" speed. The implementation I tried and does not work is the following:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
</head>
<body onload="run();">
<canvas id="Canvas" width=501 height=601></canvas>
<script>
function run() {
reevaluate();
};
var fixedcenteri;
var fixedcenterj;
function reevaluate() {
var altura_imagem = 50;
var largura_imagem = 40;
for (var i = 0; i < altura_imagem; i++) {
for (var j = 0; j < largura_imagem; j++) {
fixedcenteri = i;
fixedcenterj = j;
setTimeout(draw, 100);
// if I uncomment this I can see what I want, but...
// alert(i+j);
};
};
};
function draw () {
var elem = document.getElementById('Canvas');
var cx = elem.getContext('2d');
w = elem.width;
h = elem.height;
cx.fillStyle = "white";
cx.fillRect(0,0,w,h);
cx.fillStyle = 'blue';
cx.fillRect(fixedcenteri, fixedcenterj, 10, 10);
}
</script>
</body>
</html>
Try RequestAnimationFrame!
RequestAnimationFrame is asynchronous just like setTimeout and it's more efficient than setTimeout.
In addition, it offers animation grouping and auto-stop for off-screen animations.
You can even throttle it to your desired FPS using this technique:
var fps = 15;
function draw() {
setTimeout(function() {
requestAnimationFrame(draw);
// your draw() stuff goes here
}, 1000 / fps);
}
The easiest implementation would be to store all you draw commands in an array and then process that array using setTimeout to wait between draw commands.
Here's a quick example -> http://jsfiddle.net/K4D84/
//in your initial loop instead of draw
drawCommands.push({i: i, j: j});
Then...
function slowDraw(index) {
index = index || 0;
var drawCommand = drawCommands[index];
if (drawCommand) {
fixedcenteri = drawCommand.i;
fixedcenterj = drawCommand.j;
setTimeout(function () {
draw();
slowDraw(++index);
}, 100);
}
}
I think this does what you are looking for.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
</head>
<body onload="draw();">
<canvas id="Canvas" width=501 height=601></canvas>
<script>
var fixedcenteri = 0;
var fixedcenterj = 0;
function draw () {
var elem = document.getElementById('Canvas');
var cx = elem.getContext('2d');
w = elem.width;
h = elem.height;
cx.fillStyle = "white";
cx.fillRect(0,0,w,h);
cx.fillStyle = 'blue';
cx.fillRect(fixedcenteri, fixedcenterj, 10, 10);
if(fixedcenteri < 50) {
if(fixedcenterj < 40) {
fixedcenterj++;
} else {
fixedcenterj = 0;
fixedcenteri++;
}
setTimeout(draw, 100);
}
}
</script>

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