The javascript error is: Unhandled Promise Rejection: NotAllowedError: The request is not allowed by the user agent or the platform in the current context, possibly because the user denied permission.
My setup works across other browsers, desktop and mobile.
The way it works is:
have a flag first_audio_played = false;
add a touch event listener that plays some audio, and sets first_audio_played = true; (then removes the touch listener)
all subsequent audio checks if(first_audio_played) some_other_audio.play();
this way, only the first audio played requires direct user input. after that, all audio is free to be triggered by in-game events, timing, etc...
this appears to be the "rule" for audio across most browsers. is the iOS "rule" that every audio needs to be triggered by user input? or is there some other step I'm missing?
For my javascript game, sounds stopped working on iOS recently. They all have readyState=4, but only the sound I played on tap works, the others won't play. Maybe you could play all the sounds on the first tap. But the solution I found that works for now for me is to load all the sounds from ajax arraybuffers and use decodeAudioData(). Then once you've played 1 sound from user tap (on not the body), they all play whenever.
Here is my working code where the second way of doing it is on bottom. When I tap to play sound2, sound1 starts working also.
<html>
<body>
<div id=all style='font-size:160%;background:#DDD' onclick="log('clicked');playSound(myAudio)">
Sound1 should be playing every couple seconds.
<br />Tap here to play sound1.
</div>
<div id=debug style='font-size:120%;' onclick="playSound(myAudio2)">
Tap here to play the sound2.
</div>
<script>
var url = "http://curtastic.com/drum.wav"
var url2 = "http://curtastic.com/gold.wav"
var myAudio, myAudio2
if(0)
{
var playSound = function(sound)
{
log("playSound() readyState="+sound.readyState)
log("gold readyState="+myAudio2.readyState)
sound.play()
}
var loadSound = function(url, callback)
{
var audio = new Audio(url)
audio.addEventListener('canplaythrough', function()
{
log('canplaythrough');
if(callback)
callback()
}, false)
audio.load()
if(audio.readyState > 3)
{
log('audio.readyState > 3');
if(callback)
callback()
}
return audio
}
myAudio = loadSound(url, startInterval)
myAudio2 = loadSound(url2)
}
else
{
var playSound = function(sound)
{
log("playSound()")
var source = audioContext.createBufferSource()
if(source)
{
source.buffer = sound
if(!source.start)
source.start = source.noteOn
if(source.start)
{
var gain = audioContext.createGain()
source.connect(gain)
gain.connect(audioContext.destination)
source.start()
}
}
}
var loadSound = function(url, callback)
{
log("start loading sound "+url)
var ajax = new XMLHttpRequest()
ajax.open("GET", url, true)
ajax.responseType = "arraybuffer"
ajax.onload = function()
{
audioContext.decodeAudioData(
ajax.response,
function(buffer)
{
log("loaded sound "+url)
log(buffer)
callback(buffer)
},
function(error)
{
log(error)
}
)
}
ajax.send()
}
var AudioContext = window.AudioContext || window.webkitAudioContext
var audioContext = new AudioContext()
loadSound(url, function(r) {myAudio = r; startInterval()})
loadSound(url2, function(r) {myAudio2 = r})
}
function startInterval()
{
log("startInterval()")
setInterval(function()
{
playSound(myAudio)
}, 2000)
}
function log(m)
{
console.log(m)
debug.innerHTML += m+"<br />"
}
</script>
</body>
</html>
You can use either [WKWebViewConfiguration setMediaTypesRequiringUserActionForPlayback:WKAudiovisualMediaTypeNone] or [UIWebView setMediaPlaybackRequiresUserAction:NO] depending on your WebView class (or Swift equivalent).
Related
We have a laptop with one built-in webcam and 2 external USB webcams. I would like to receive images from all three webcams at the same time. I know that since 2018 this is possible.
I am using the following code to work with one camera, but how to display the image from three cameras at once?
<script>
var video = null;
var canvas = null;
var canvasContext = null;
var webimage = null;
var statusLabel = null;
function initVideo() {
video = document.getElementById("monitor");
statusLabel = document.getElementById("LBLSTATUS");
navigator.webkitGetUserMedia({video:true}, gotStream, noStream);
}
function setStatus(aStatus) {
statusLabel.innerHTML = aStatus;
}
function gotStream(stream) {
video.onerror = function () {
stream.stop();
streamError();
};
video.srcObject = stream;
//video.src = webkitURL.createObjectURL(stream); -> Deprecated
}
function noStream() {
setStatus('No camera available.');
}
function streamError() {
setStatus('Camera error.');
}
</script>
You need to get all 3 cameras deviceIDs. Once you get those, make 3 calls to getUserMedia, each with the respective camera ids.
navigator.mediaDevices.getUserMedia({
video: {
deviceId:{
exact: videoSource
},
},
}).then(function( video ) {
const localVidElem = document.getElementById( 'localVideo1' );
localVidElem.srcObject = video;
})
<video id="localVideo1"></video>
Make sure that you have the correct DeviceID and then assign it a srcObject. For more info about that, please read the official WebRTC docs.
I create websocket server in python to handle notification event. Now, i can receive notification, the problem is i can't play sound because new autoplay policy changed, if i play sound using javascript it give me domexception. Any suggestion please ?
As i know, playing sound is simple in html-javascript. like this example: https://stackoverflow.com/a/18628124/7514010
but it depend to your browsers and how you load and play, so issues is:
Some of browsers wait till user click something, then let you play it (Find a way for it)
In some case browsers never let you play till the address use SSL (means the HTTPS behind your url)
The loading be late so the playing be late / or even not start.
So i usually do this:
HTML
<audio id="notifysound" src="notify.mp3" autobuffer preload="auto" style="visibility:hidden;width:0px;height:0px;z-index:-1;"></audio>
JAVASCRIPT (Generally)
var theSound = document.getElementById("notifysound");
theSound.play();
And the most safe if i want sure it be played when i notify is :
JAVASCRIPT (In your case)
function notifyme(theTitle,theBody) {
theTitle=theTitle || 'Title';
theBody=theBody || "Hi. \nIt is notification!";
var theSound = document.getElementById("notifysound");
if ("Notification" in window && Notification) {
if (window.Notification.permission !== "granted") {
window.Notification.requestPermission().then((result) => {
if (result != 'denied') {
return notifyme(theTitle,theBody);
} else {
theSound.play();
}
});
} else {
theSound.play();
try {
var notification = new Notification(theTitle, {
icon: 'icon.png',
body: theBody
});
notification.onclick = function () {
window.focus();
};
}
catch(err) {
return;
}
}
} else {
theSound.play();
}
}
(and just hope it be played. because even possible to volume or some customization make it failed.)
to bypass new autoplay policy :
create a button that can play the sound, hide it and trigger the sound with :
var event = new Event('click');
playBtn.dispatchEvent(event);
EDIT
assuming you have :
let audioData = 'data:audio/wav;base64,..ᴅᴀᴛᴀ...'; // or the src path
you can use this function to trigger whenever you want without appending or create element to the DOM:
function playSound() {
let audioEl = document.createElement('audio');
audioEl.src = audioData;
let audioBtn = document.createElement('button');
audioBtn.addEventListener('click', () => audioEl.play(), false);
let event = new Event('click');
audioBtn.dispatchEvent(event);
}
usage :
just playSound()
EDIT 2
I re test my code and it does'nt work hum ... weird
I have used javascript Audio() before, but now I need to add some reverb effect in the audio and I am using reverb.js which uses the AudioContext api. I have the start property available, but no pause property? How do I pause or stop the audio??
Here is my code:
<script src="http://reverbjs.org/reverb.js"></script>
<script>
// 1) Setup your audio context (once) and extend with Reverb.js.
var audioContext = new (window.AudioContext || window.webkitAudioContext)();
reverbjs.extend(audioContext);
// 2) Load the impulse response; upon load, connect it to the audio output.
var reverbUrl = "http://reverbjs.org/Library/SaintLawrenceChurchMolenbeekWersbeekBelgium.m4a";
var reverbNode = audioContext.createReverbFromUrl(reverbUrl, function() {
reverbNode.connect(audioContext.destination);
});
// 3) Load a test sound; upon load, connect it to the reverb node.
var sourceUrl = "./sample.mp3";
var sourceNode = audioContext.createSourceFromUrl(sourceUrl, function() {
sourceNode.connect(reverbNode);
});
</script>
Play
Stop
Also, I tried using stop(), and it works, but when I fire start() after clicking on stop, the start() doesn't work. Can you you help me out with a solution??
You can use the suspend() and resume() methods of AudioContext to pause and resume your audio: https://developer.mozilla.org/en-US/docs/Web/API/AudioContext/suspend
One way to implement this with a single button for play/pause/resume, would be to add a function that controls the player state. For example:
let started = false;
function pauseOrResume() {
if (!started) {
sourceNode.start();
started = true;
document.getElementById("pauseButton").innerHTML = 'Pause';
} else if (audioContext.state === 'running') {
audioContext.suspend().then(function () {
document.getElementById("pauseButton").innerHTML = 'Resume';
});
} else if (audioContext.state === 'suspended') {
audioContext.resume().then(function () {
document.getElementById("pauseButton").innerHTML = 'Pause';
});
}
}
And replace your existing "Play" button with:
<a id="pauseButton" href="javascript:pauseOrResume()">Play</a>
This does the following:
If the audio hasn't yet been started, the link will say "Play".
If the user clicks "Play", the audio will start playing and the text of the link will change to "Pause".
If the user clicks "Pause" while the audio is playing, it will be paused, and the text of the link will change to "Resume".
I am working on media source extension to play the video in a seamless loop without any delay. I have done an extensive r&d about it and also done different things. Now i am working on this code
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8"/>
</head>
<body>
<video controls></video>
<script>
var video = document.querySelector('video');
var assetURL = 'test1.mp4';
// Need to be specific for Blink regarding codecs
// ./mp4info frag_bunny.mp4 | grep Codec
var mimeCodec = 'video/mp4; codecs="avc1.42E01E, mp4a.40.2"';
if ('MediaSource' in window && MediaSource.isTypeSupported(mimeCodec)) {
var mediaSource = new MediaSource;
//console.log(mediaSource.readyState); // closed
video.src = URL.createObjectURL(mediaSource);
mediaSource.addEventListener('sourceopen', sourceOpen);
} else {
console.error('Unsupported MIME type or codec: ', mimeCodec);
}
function sourceOpen (_) {
//console.log(this.readyState); // open
var mediaSource = this;
var sourceBuffer = mediaSource.addSourceBuffer(mimeCodec);
fetchAB(assetURL, function (buf) {
sourceBuffer.addEventListener('updateend', function (_) {
mediaSource.endOfStream();
video.play();
//console.log(mediaSource.readyState); // ended
});
sourceBuffer.appendBuffer(buf);
});
};
function fetchAB (url, cb) {
console.log(url);
var xhr = new XMLHttpRequest;
xhr.open('get', url);
xhr.responseType = 'arraybuffer';
xhr.onload = function () {
cb(xhr.response);
};
xhr.send();
};
</script>
</body>
</html>
It is working fine but the video is playing again with a slight delay. I want to play the video without any delay and I know that it is possible with media source extensions but after spending a lot of time still didn't get any idea that how to do it. Any help would be really appreciated. Thanks
Setting the mode value to sequence worked for me, it ensures continuous media playback, no matter if the media segment timestamps were discontinuous.
sourceBuffer.mode = 'sequence';
May be this code solve Your Problem ....play the video in a seamless loop without any delay
for (let chunk of media) {
await new Promise(resolve => {
sourceBuffer.appendBuffer(chunk.mediaBuffer);
sourceBuffer.onupdateend = e => {
sourceBuffer.onupdateend = null;
sourceBuffer.timestampOffset += chunk.mediaDuration;
console.log(mediaSource.duration);
resolve()
}
})
}
if you need more information visit this link.....
http://www.esjay.org/2020/01/01/videos-play-without-buffering-in-javascript/
You can't really do that because it really depends on how fast your PC runs. Its delay should only be there if you have a slow PC but if not it shouldn't have a noticeable delay. Maybe the video that you have is big or it just delays inside the video because only thing I could tell you is autoplay loop inside the videos element as a attribute unless you find a way to replay the video before the video ends but even if it doesn't delay for you it may delay big or just play over the video for others
#CoolOppo
The simplest thing to do is to just rewind the video when it reaches it's end time (duration).
See demo here: https://vc-lut.000webhostapp.com/demos/public/mse_loop_example1.html
(to play video just click the picture part, since no controls for looping background)
The code:
<!DOCTYPE html>
<html>
<head> <meta charset="utf-8"/> </head>
<body>
<div>
<video id="video_mse" > </video>
</div>
<script>
var assetURL = "testloop.mp4";
//# use correct mime/codecs or else Error is "source not open"...
var mimeCodec = 'video/mp4; codecs="avc1.42C01E"';
var mediaSource; var sourceBuffer;
var video = document.getElementById( "video_mse" );
video.onclick = vid_togglePlay; //# for playing/pausing
video.ontimeupdate = vid_checkTime; //# for looping
//# handle play/pause (because controls are hidden)
function vid_togglePlay()
{
if( video.paused == true ) { video.play(); }
else { video.pause(); }
}
//# handle looping...
function vid_checkTime()
{
if( video.currentTime == video.duration)
{
video.currentTime = 0;
video.play();
}
}
if ( 'MediaSource' in window && MediaSource.isTypeSupported(mimeCodec) )
{
mediaSource = new MediaSource;
video.src = URL.createObjectURL(mediaSource);
mediaSource.addEventListener('sourceopen', sourceOpen);
}
else
{ console.error('Unsupported MIME type or codec: ', mimeCodec); }
function sourceOpen()
{
//console.log(this.readyState); // open
var mediaSource = this;
sourceBuffer = mediaSource.addSourceBuffer(mimeCodec);
fetchAB(assetURL, function (buf) {
sourceBuffer.addEventListener('updateend', function() {
mediaSource.endOfStream();
video.play();
});
sourceBuffer.appendBuffer(buf);
});
};
function fetchAB (url, callbackfunc )
{
console.log("loading file: " + url);
var xhr = new XMLHttpRequest;
xhr.open('get', url);
xhr.responseType = 'arraybuffer';
xhr.onload = function() { callbackfunc( xhr.response ); }
xhr.send();
}
</script>
</body>
</html>
In order to get an HTML5 animation playing with sound on an idevice, I've made a div the size of the entire browser named "theScreen", and use the following code:
audioCont.prototype.iCrapLoadPlayThrough = function () {
if (this.supported) {
theScreen = document.getElementById("theScreen");
var self = this;
theScreen.addEventListener('touchstart', function(){self.iCrapClickedLoadPlayThrough();}, false);
return(1);
} else {
return(0); // Not supported
}
};
audioCont.prototype.iCrapClickedLoadPlayThrough = function () { // Check if supported, then load the audio file
var self = this;
theScreen.removeEventListener('touchstart', function(){self.iCrapClickedLoadPlayThrough();}, false);
this.addCanPlayThrough();
this.load();
}
Now this works, and the sound/animation starts when the user taps on the screen. The problem is, if they tap on it again the sound stops, and each repeat tap you hear a few ms of audio. Does anyone know why?
It's not removing the event listener because it's an anonymous function. Remove the anonymous function and just have the function name instead
theScreen.addEventListener('touchstart',self.iCrapClickedLoadPlayThrough,false)
theScreen.removeEventListener('touchstart',self.iCrapClickedLoadPlayThrough,true)
I've found a solution to the problem:
theScreen.addEventListener('touchstart', eventID=function() {self.iCrapClickedLoadPlayThrough();}, false);
then
theScreen.removeEventListener('touchstart', eventID, false);