I have a page with an input field for scanning products. When a barcode is scanned or a SKU is typed into the field, an ajax request is made and the application plays either a success or an error sound depending on the response using HTMLMediaElement.play().
sounds.error.play();
This was working fine a while ago but now I get this error:
⚠ Autoplay is only allowed when approved by the user, the site is activated by the user, or media is muted.
Followed by:
NotAllowedError: The play method is not allowed by the user agent or the platform in the current context, possibly because the user denied permission.
Since this page only exists for the purpose of scanning SKUs, when the page loads, that input field is programmatically focused so as to make things easier on the end user. I tried removing this focus so that the user must click into the input field, but that doesn't appear to satisfy whatever the requirements are to allow playing of audio
After a bit more experimenting I found that with some additional amount of user interaction, the sound will play. For instance if I create a checkbox to "enable" the sound and the user clicks it, that appears to be enough. Or if the user clicks outside of the input element and then back into to it again that also works.
What exactly are the requirements that will satisfy most modern browsers so that they will allow playing of audio?
I realize the answer may be different for different browsers and configurations, but I was unable to find anything authoritative for current versions of either Firefox or Chrome. I'm looking for a workaround so that the application does not need to be complicated with extra clicks or other kinds of interactions, and since I am now aware of this new policy, I'd like the revisions to be as unobtrusive as possible.
UPDATE:
Here is a basic example I worked up to demonstrate the issue. I tried three different browsers just now and they all behaved a bit differently. Firefox in particular behaves as described above — does not play the sound until I focus on the input field, blur, then click to focus again:
http://so.dev.zuma-design.com/input-sounds.html
There is some permission blocking in all modern browser (especially chrome) when comes down to autoplaying multimedia.
Here is the Autoplay availability's section from MDN which shows when the media will be allowed to execute automatically:
The audio is muted or its volume is set to 0;
The user has interacted with the site (by clicking, tapping,
pressing keys, etc.)
If the site has been whitelisted; this may happen
either automatically if the browser determines that the user engages
with media frequently, or manually through preferences or other user
interface features
If the autoplay feature policy is used to grant
autoplay support to an <iframe> and its document.
This here is a similar solution for what you want with arrayBuffer using AJAX
here is a DEMO
I struggled with that same issue as well and out of the blue I fixed that very easily:
Just change your event listener at your play button
onClick={togglePlay} to
onClickCapture={togglePlay}
Example in React using hooks:
const Player = ({ audio }) => {
const [playing, setPlaying] = useState(false);
const togglePlaying = () => setPlaying((prev) => !prev);
useEffect(() => {
if (audioRef && audioRef.current) {
if (playing) {
audioRef.current.play();
} else {
audioRef.current.pause();
}
}
}, [playing]);
return (
<audio
autoPlay=""
src={audio}
ref={audioRef}
onTimeUpdate={(e) => setCurrentTime(e.target.currentTime)}
onCanPlay={(e) => setDur(e.target.duration)}
onEnded={songEnded}
/>
<PlayerStart onClickCapture={togglePlaying}>
{playing ? <PauseIcon /> : <PlayIcon />}
</PlayerStart>
)
}
In safari to allowing autoplay in video tags you need add to them playsinline attribute. Like this:
<video autoplay="" muted="" playsinline=""></video>
[edit] Firefox 70 fixes this issue. The rest of this answer provides an explanation and the proposed workaround.
As you wondered about what specifically "The user has interacted with the site" criteria means:
Note that there's currently no requirement for the autoplay to be triggered in response to a user gesture (though Mozilla considers changing this). The user must interact with the page to "activate" it, after which autoplay is allowed.
According to a comment in Firefox source code,
["activation" is triggered by] events which are likely to be user interaction with the document, rather than the byproduct of interaction with the browser (i.e. a keypress to scroll the view port, keyboard shortcuts, etc).
Specifically, in the current development version of Firefox, the following events do NOT make the page "user-gesture-activated" (code):
Events targeted at a text input or an editable document (e.g. contenteditable), e.g. typing/clicking on a text input; - this was the exception that affected your use-case; now removed in Firefox 70.
Key presses that don't correspond to printable characters, enter or space; or any keys pressed while holding modifiers, such as CTRL)
Touch events that are not taps (e.g. swiping, panning, scrolling)
An idea - start with a fake/blurred textbox, and show/focus the real textbox after the first character is typed (adding the first character to the text input via JS) - the following code appears to work in Firefox:
$(document).one('keypress', function(ev) {
// copy the first character typed over to the text input
let char = String.fromCharCode(ev.which);
$('.play').val(char).focus();
});
$('.play').on('keypress', function() {
if($(this).val().length === 3) { // assuming you want to validate when a certain number of characters is typed
sounds[$(this).data('sound')].play();
}
})
This won't help if the user starts by clicking the text input, but a fallback non-audible feedback could be implemented for this case.
Related
We have a dynamic element on the page that in certain situations will have a video (Vimeo). The jQuery code checks if the element excists and adds video itself and the play on hover.
This works (tested on Chrome & Firefox) after you have interacted with the website. Before you interact, you run into the autoplay policies, a good thing in my opinion, and the console will tell you the action is not allowed.
You might get around this with muting the video. But the contents are about a person explaining something. So without the sound it loses a lot of its value. So would like to keep that in.
As said, these policies are a good thing in my opinion, so I do not want a way around it or a way to trick it into playing anyway. I would like to add some other functionality when the site is in this 'state'(?). Add a button or some other incentive to interact with the site and play the video. But if not in this 'state' I would like to keep the play on hover.
Is there a way I can detect this state?
I see another question, almost the same issue: Is there an event to detect when user interacted with a page?
But the solutions there are not answers to the problem, like trying it with an interval until it works... creative, but not something I'm looking for.
Here is in short what I have now. And what is missing.
...video settings...
if ($('#vidcontainer').length) {
var videoPlayer = new Vimeo.Player('vidcontainer', options);
...
if state is 'allow hover' {
...
$("#vidcontainer").mouseover(function () {
videoPlayer.play();
}).mouseout(function () {
videoPlayer.pause();
});
...
} else if state is 'not allowd hover' {
... do something else ...
}
...
}
Following Mozilla's API document on Fullscreen, I've placed the following code in my website, it simply takes the whole document (html element) and makes the page go fullscreen once the user clicks anywhere in the page, and once there's another click, page goes back to normal.
var videoElement = document.getElementsByTagName('html')[0];
function toggleFullScreen() {
if (!document.mozFullScreen) {
if (videoElement.mozRequestFullScreen) {
videoElement.mozRequestFullScreen();
}
} else {
if (document.mozCancelFullScreen) {
document.mozCancelFullScreen();
}
}
}
window.addEventListener("click", function(e) {
toggleFullScreen();
}, false);
My question is how can I save this fullscreen state so every time that Firefox loads up, that page is still on fullscreen.
Or any workaround? This is for Firefox for Android.
It's an extreme workaround, but you can make your website a progressive web app and put "display": "fullscreen" in its manifest. Then you can launch your site from the home screen and use it like a fullscreen native app.
Following my experiments and the specs, this isn't doable, from client browser javascript
This api need an user interaction. We can't activate the fullscreen by scripting.
From the fullscreen api specification:
Fullscreen is supported if there is no previously-established user
preference, security risk, or platform limitation.
An algorithm is allowed to request fullscreen if one of the following
is true:
The algorithm is triggered by user activation.
The algorithm is triggered by a user generated orientation change.
https://fullscreen.spec.whatwg.org/#model
About activation events:
An algorithm is triggered by user activation if any of the following
conditions is true:
The task in which the algorithm is running is currently processing an
activation behavior whose click event's isTrusted attribute is true.
The task in which the algorithm is running is currently running the
event listener for an event whose isTrusted attribute is true and
whose type is one of:
change
click
dblclick
mouseup
pointerup
reset
submit
touchend
https://html.spec.whatwg.org/multipage/interaction.html#triggered-by-user-activation
We can't trigger fullscreens from scripts, or if so, the script must be triggered by the user.
Including simulating a click won't works, this is regular behavior, made to protect user experience.
With some reflexion, we can't agree more on this, imagine any ads page can launch full screens, the web would be a hell to browse!
You told in comment: «I am the only user here»
What you can do if using unix: (( probably alternatives exists in other os )).
Using midori (a lightweight webkit browser), this will start a real fullscreen.
midori -e Fullscreen -a myurl.html
There is no ways to start firefox or chromium in a fullscreen state from the command line, to my knowledge.
But what is doable is to trigger a F11 click at system level, focusing on the good window, just after the page launch. ((sendkey in android adb shell?))
xdotool can do that.
Here is a pipe command line that will launch firefox with myurl.html, search for the most recent firefox window id, then trigger the F11 key on this window.. (Press F11 again to exit)
firefox myurl.html && xdotool search --name firefox | tail -1 | xdotool key F11
This should be easy to adapt for other browsers.
As last alternative, have a look at electron or nw.js.
take a look at this add on for Firefox, i have not tried it, as I'm posting this from mobile, it's description does say that it can force start in full screen. I'm just quoting their description .
Saves the last state or force start in full screen forever! Simple and
complete for this purpose.
Edit : And the link to it
https://addons.mozilla.org/en-US/firefox/addon/mfull/
What about using localStorage like this?
function goFullScreen() {
if (videoElement.mozRequestFullScreen) {
localStorage.setItem('fullscreenEnabled', true)
videoElement.mozRequestFullScreen();
}
}
window.onload = function () {
if (localStorage.getItem('fullscreenEnabled') === true) {
goFullScreen();
}
};
function toggleFullScreen() {
if (!document.mozFullScreen) {
goFullScreen();
} else {
if (document.mozCancelFullScreen) {
document.mozCancelFullScreen();
localStorage.setItem('fullscreenEnabled', false)
}
}
}
window.addEventListener("click", function(e) {
toggleFullScreen();
}, false)
I’d like to place interaction controls above a youtube iframe video, and I got it working quite OK by just adding wmode=opaque as arguments and then position the elements absolute above the iframe.
My problem is that on mobile safari - the controls work fine first, but when I return from the fullscreen video, they are all disabled. It works fine on desktop though.
The HTML is basically:
<iframe src="http://www.youtube.com/embed/[ID]?wmode=opaque"></iframe>
<button id="btn">Click me</button>
And then the button is positioned absolute above the iframe.
For a demo, please visit this fiddle using your mobile safari: http://jsfiddle.net/SwGH5/embedded/result/
You’ll see that the button yields an alert when clicked. Now, play the video and click "done". Then try to click the button again...
If the movie was embedded using the <video> tag I could listen for a fullscreen-end event and do something, but now I’m stuck...
Here’s the fiddle: http://jsfiddle.net/SwGH5
So I played around with the iframe API a bit and found a solution. It's kind of hacky... but not really. When a user clicks on the video to play it, the document.activeElement becomes the iframe. When the user clicks the "done" button, the document.activeElement === document.body. So when the video starts playing, we periodically check to see if the active element returns to the body. At that point, the only solution I found was to redraw the iframe. In the example, I destroy() the video and recreate it using the iframe API. I also tried cloning the iframe and replacing it with success (I left that code there so you could see it):
http://jsfiddle.net/ryanwheale/SwGH5/105/
It's not the best solution, but it works. Also, to give an explanation of what [I think] is happening - iOS hijacks any video content (Safari or Chrome) and plays it using the native video player. Any type of OS functionality like this takes place "over" the browser if you will - higher than any z-index... completely outside the browser. When the user clicks "done" the native player kind of zooms out as if it is re-implanting itself on the page. My best guess is that the native player is still hanging out "over" the browser... thus making anything underneath it inaccessible. The fact that the button appears to be on top is just an anomaly... for lack of better description.
EDIT: Ryan Wheale's solution is a better workaround to this problem and will work in most cases.
From Apple’s documentation:
On iOS-based devices with small screens—such as iPhone and iPod touch—video always plays in fullscreen mode, so the canvas cannot be superimposed on playing video. On iOS-based devices with larger screens, such as iPad, you can superimpose canvas graphics on playing video, just as you can on the desktop.
Same goes for a "played video" either. This article clearly states it's not possible.
Workaround:
You could detach and re-attach the iframe element on webkitfullscreenchange. But it won't work for a foreign iframe. Browser will not allow you to manipulate iframe DOM bec. of the cross-domain policy. And even if it did, you could only hide the video overlay to reach your button anyway.
So, the only solution is watching for YT.PlayerState.ENDED state via YouTube iFrame API and then destroying and re-creating the player. But don't worry it plays smooth.
window.onYouTubeIframeAPIReady = function () {
var video = {
player: null,
create: function () {
// first destroy if we already have the player
if (video.player) { video.player.destroy(); }
// create the player
video.player = new YT.Player('ytp', {
videoId: '9u_hp7zPir0',
width: '620',
height: '290',
events: {
'onStateChange': video.onStateChange
}
});
},
onStateChange: function (event) {
// YT.PlayerState.ENDED » exiting full screen
if (event.data === 0) { video.create(); }
}
};
video.create();
};
Here is the working fiddle.
If you can't get it to work with the regular iframe, you might want to consider using mediaelement.js - which can wrap the Youtube API in a HTML5 Media API wrapper. That works fine on safari on ios - try the Youtube example at mediaelementjs.com.
All you need to do is to add the mejs js/css and put your youtube video as source in your video tag, here is some example markup taken from mediaelementjs.com:
<script src="jquery.js"></script>
<script src="mediaelement-and-player.min.js"></script>
<link rel="stylesheet" href="mediaelementplayer.css" />
<video width="640" height="360" id="player1" preload="none">
<source type="video/youtube" src="http://www.youtube.com/watch?v=nOEw9iiopwI" />
</video>
Then start the player like so:
jQuery(document).ready(function($) {
$('#player1').mediaelementplayer();
});
If you want to add your button ontop of the mejs player it will work fine, just set the z-index high enough. If you want a regular play button you could also consider styling the existing one that comes with mejs.
By the comments from #CullenJ's answer, possibly it might be due to some problem in iOS device browsers not triggering the click event on iframe elements. In that case, you would have to change from:
document.getElementById('btn').onclick = function() {
alert('clicked');
}
To something like this (as answered by #smnh):
$('#btn').on('click tap touchstart', function() {
alert('clicked');
});
I have TinyMCE 4.0 in the page and when I select the text and try to paste it via CTRL+V, I get an error message saying that "Clipboard access not possible." This happens in IE8/9. However the same works fine in Chrome. Is there any workaround for this to get this working in IE?
Bounty:
I've tried resetting all IE settings (via Internet Options->Advanced->Reset All...) on two different computers, both running IE9, and one has the problem while the other does not.
Ultimately, I need to be able to paste formatted text (often with bullets or numeric lists and such) into TinyMCE and have it format them correctly. For this, I'm using the paste plugin, which seems to be throwing the error.
It seems to me that you're using an older TinyMCE 4 version, so in my opinion you should first do an upgrade to the latest version (4.0.3).
I've checked the source code of such version and I've found no trace of the Clipboard access not possible error message, which seems instead to be present in an earlier version of the tinymce/plugins/paste/plugin.min.js file, and only for Internet Explorer:
e.ie ? o.on("init", function () {
var e = o.dom;
o.dom.bind(o.getBody(), "paste", function (n) {
var r;
if (n.preventDefault(), a() && e.doc.dataTransfer)
return c(e.doc.dataTransfer.getData("Text")), t;
var i = u();
e.bind(i, "paste", function (e) {
e.stopPropagation(), r = !0
});
var s = o.selection.getRng(),
f = e.doc.body.createTextRange();
if (f.moveToElementText(i.firstChild), f.execCommand("Paste"), d(), !r)
return o.windowManager.alert("Clipboard access not possible."), t;
var p = i.firstChild.innerHTML;
o.selection.setRng(s), l(p)
})
}
Not being able to find an unminified version of this script, I can't say why such code fails, nor can I explain why it works only on one of your's computers.
In Internet Explorer's Tools menu, choose Internet Options.
Click the Security tab.
Click Trusted Sites.
Click the Sites... button.
Type your domain name (for example, widgetdesigns.com) in the first field, then click Add.
Unselect the checkbox that says Require server verification (https:) for all sites in this zone.
Click OK to apply your change.
Back on the Security tab, confirm that Trusted Sites is still selected, then click the Custom Level button.
Scroll down the Security section (near the bottom) and check the Disable box below Allow Programmatic clipboard access. (Checking this box will disable the access alert only for sites in your Trusted Sites list.)
Click OK then OK again to apply your changes.
What about this? Does this work?
I'm trying to get audio to work outside the app (I'm using the HTML5, Javascript approach) in Windows 8, so when you close the app the sound continues to work, from what I have researched on here and on other sites and I believe this is called in Windows 8 'background audio, I've followed all the tutorials on Microsoft Developer site, and have declared background audio in the app manifest as so:
<Extension Category="windows.backgroundTasks" StartPage="default.html">
<BackgroundTasks>
<Task Type="audio" />
<Task Type="controlChannel" />
</BackgroundTasks>
</Extension>
and where I have added the msAudioCategory="BackgroundCapableMedia" controls="controls" to my HTML5 audio tag as so:
<audio id="playback" msAudioCategory="BackgroundCapableMedia" controls="controls">
</audio>
and I've also added this to my default.js file which was apprently needed, although I'm not sure what this does
// Declare a variable that you will use as an instance of an object
var mediaControls;
// Assign the button object to mediaControls
mediaControls = Windows.Media.MediaControl;
// Add an event listener for the Play, Pause Play/Pause toggle button
mediaControls.addEventListener("playpausetogglepressed", playpausetoggle, false);
mediaControls.addEventListener("playpressed", playbutton, false);
mediaControls.addEventListener("pausepressed", pausebutton, false);
// The event handler for the play/pause button
function playpausetoggle() {
if (mediaControls.isPlaying === true) {
document.getElementById("playback").pause();
} else {
document.getElementById("playback").play();
}
}
// The event handler for the pause button
function pausebutton() {
document.getElementById("playback").pause();
}
// The event handler for the play button
function playbutton() {
document.getElementById("playback").play();
}
I have also tried changing the ID in the last part to have a hash tag as well but still when I press the start button to go back home the audio stops, am I doing something wrong?
Thanks
I believe you also need to handle the "stoppressed" event:
mediaControls.addEventListener("stoppressed", stop, false);
function stop() {
// Handle the stop event.
document.getElementById("playback").pause();
document.getElementById("playback").currentTime = 0;
}
The three steps for playing background audio in Windows 8 JavaScript apps are:
Decalare an audio background task in package.appxmanifest. Also list a StartPage. You did this correctly.
Set msAudioCategory="BackgroundCapableMedia". You did this.
Implement support for media controls. Media controls are buttons on remote controls or on certain keyboards that play, pause, or stop audio. See the Configure keys for media sample on MSDN for a working example. I was able to get the example to work when only handling "stoppressed" in addition to the 3 events you were already handling.
For more information, watch Your Metro style app, video and audio, part 2 from the 2011 Build conference. Background audio is covered beginning at around 31 minutes, 20 seconds into the video and lasts for about 10 minutes. Note that this video is from September, 2011, and covers the Developer Preview of Windows 8. The concepts still apply to the released versions of Windows 8 and Windows RT, but namespaces and attribute names are different in some places.