I have a code which plays audio sounds on mouse move. Right now it is has only one sound for left and another sound for right. but when i use a random method to use different sounds from an array every time the mouse move, the audio doesn't play.
Basically i am setting attribute to audio src the new sound file index, But chrome not playing audio.
this is the demo link:
http://angeloplessas.com/flame/6/index5.html
and this is the link which is working with each sounds on left and right
http://angeloplessas.com/flame/6/index2.html
function getRandomSound() {
var sounds = ["sound/New/new3.mp3", "sound/New/new4.mp3", "sound/New/new5.mp3", "sound/New/new6.mp3", "sound/New/new7.mp3", "sound/New/new8.mp3", "sound/New/new9.mp3", "sound/New/new10.mp3", "sound/left.mp3", "sound/right.mp3"];
var indexLeft = Math.floor(Math.random() * (sounds.length));
var indexRight = Math.floor(Math.random() * (sounds.length));
var audioElementLeft = document.getElementById('left-audio');
audioElementLeft.setAttribute('src', sounds[indexLeft]);
var audioElementRight = document.getElementById('right-audio');
audioElementRight.setAttribute('src', sounds[indexRight]);
}
I am using getRandomSound() in mouse move function.
I am getting an error as Uncaught (in promise) DOMException
The expected result should be audio should play on left and right speakers.
Yo can get Uncaught (in promise) DOMException error in different cases, most commonly:
Your audio file is played before it loads (sound data loads asynchronously). In this case, you can pre-load audio files, and use the audio.oncanplaythrough event to play that sound after it's fully loaded (https://developer.mozilla.org/en-US/docs/Web/API/HTMLMediaElement/canplaythrough_event)
Your audio file is played without an user interaction (you cannot play any sound manually at the start of page loading). See autoplay attribute (https://developer.mozilla.org/en-US/docs/Web/HTML/Element/audio#Attributes) to auto-start playing sounds
Related
I'm using Vimeo api in my project, but I have a problem with volume setting.
If I do so:
// Create the player
var player = new Vimeo.Player('video2', options);
//Ready event
player.ready().then(function() {
player.play();
});
Everything works, but without sound.
However, if I do so:
// Create the player
var player = new Vimeo.Player('video2', options);
//Ready event
player.ready().then(function() {
player.play();
player.setVolume(0.5);
});
The video does not play, and the screen hangs his screensaver.
What could be the problem?
Essentially by calling play when the video is ready, you are attempting to autoplay. However, this volume problem occurs because browsers no longer allow autoplay with sound (especially Chrome). You can read more about this on our Help article as well.
Therefore, it is impossible to programmatically play a video with volume without a user clicking/interacting with the video first. Only afterwards will a call to setVolume work.
I have a HTML page with an image in it.
When I roll-over the image with my mouse it plays an audio file.
I have 4 different audio files, and each time I roll-over the image I need it to play the next audio-file in the sequence.
I've got it playing one audio-file back ok, but how do I get it calling the next audio-file in the queue?
Its likely you just need to make a javascript function on the webpage to handle this. Without seeing your codes I can't really give you a good example. Here is what I would do. Within a a script tag or head javascript:
var current = 0;
var musicList = ["file1.wav", "file2.wav" , ...];
function playSound()
{
// Code to play audio file
// you don't need to bother with <audio> elements.
// HTML 5 lets you access audio API directly
// buffers automatically when created
var snd = new Audio(musicList[current]);
snd.play();
// code to increment and current counter (depending on musicList size)
current++;
current = current % musicList.length;
}
Within your HTML, you can just rely on javascript to do the work by using the onmouseover or onmouseout tag.
<img onmouseover="playSound();" src="smiley.gif" alt="Smiley">
I am working on a project based on jquery animation its animation works fine on desktop (Firefox,chrome,opera,IE) also support HTML 5 audio tag but in Ipad/iphone/ Android safari audio tag doesn’t support.Its works fine on Ipad/iphone/ Android firefox.i have searched it in many forum don’t get desire Result. I have used this function :
function playmusic(file1,file2)
{
document.getElementById('music11').innerHTML='<audio id="music1"><source src="'+file1+'" type="audio/ogg"><source src="'+file2+'" type="audio/mpeg"></audio>';
$("#music1").get(0).play();
}
I have called function like : playmusic(2.ogg','2.mp3');
If I give autoplay in audio tag it works but play method not working and I have to use play method as in my application needs sound in particular event see the link
http://solutions.hariomtech.com/jarmies/
I have also changed my function and give direct audio tag in div and call function the same problem I face as I mentioned above. I need sound play in background without any click.if I use auto play method so it play sound only one time but I need sound multiple time on event.
Try to add an autoplay attribute on the audio tag:
function playmusic(file1, file2) {
document.getElementById('music11').innerHTML='<audio autoplay id="music1"><source src="'+file1+'" type="audio/ogg"><source src="'+file2+'" type="audio/mpeg"></audio>';
}
I would however recommend building a proper element and insert that into the DOM - something like this:
function playmusic(file1, file2) {
var audio = document.createElement('audio');
audio.preload = 'auto';
audio.autoplay = true;
if (audio.canPlayType('audio/ogg')) {
audio.src = file1;
}
else if (audio.canPlayType('audio/mpg')) {
audio.src = file2;
}
document.getElementById('music11').appendChild(audio);
}
I'm working on a mobile device running iOS.
I have a DIRECT download link to an audio file (when I open it on desktop the download starts immediately). I try this but it plays only one time.
<script>var audio = new Audio("'+downloadUrl+'");</script> <button onclick="audio.play();">Play</button>
I also try to catch it with an <iframe> but it plays only one time.
When I use <audio> ,"streaming" appears and I have the same problem :
I think it's because my file is not saved on my phone. So how can I fix it, so that it plays as required.
Thanks in advance,
Let's take a look at the HTMLMediaElement DOM interface and Media Events
var audio = new Audio(downloadUrl);
audio.addEventListener('ended', function () {
audio.currentTime = 0; // seek to position 0 when ended playing
/* // alternatively, not sure about compatibility
audio.fastSeek(0);
*/
});
If you wanted it to loop rather than be playable again, set loop to true instead.
I'm making a HTML5 video player. I want it so that when the movie stops the play these executes
video.pause();
video.currentTime=0;
document.getElementById('message').innerHTML="Finished";
I tried this but it didn't work
function rewsi() {
var video = document.getElementsByTagName('video')[0];
if (video.currentTime==video.duration) {
video.pause();
video.currentTime=0;
document.getElementById('message').innerHTML="Finished";
}
}
Anyone got a solution for this problem?
Problem = My lack of knowledge in JavaScript
Looking at the following question and asnwer:
HTML5 <video> callbacks?
I would assign a callback to be executed when the video has actually ended like so:
var Media = document.getElementsByTagName('video')[0];
var Message = document.getElementById('message');
Media.bind('ended',function(){
Message.innerHTML = "The media file has completed";
});
You also stated that when the media 'stops' you want to pause the video, can you describe your motives for doing that ?
The next on the agenda is the video resetting as such, looks like you want to set the position of the media to the start if the media stops, you must first make sure that your determining that the video has not been paused, as you do not want to reset the position if the user has gone to make a cup of coffee.
If you only want to set the media position when the movie has actually ended then this would be pointless (unless you have a valid reason to do so), the reason it would be pointless is that when the user clicks play after it has ended, the default action html5 media player takes is to set the position to 0.
The above solution should work out exactly right for you.
i will recommend using Kaltura HTML5 Video Library to help you manage the media player.
First, you can check if the video has ended by simply putting a condition on video.ended. Then you can set the time with this.currentTime(0);