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.
Related
I have been trying to change the video playback quality/resolution of an iframe embedded video from YouTube using YouTube IFrame API by simply calling player.setPlaybackQuality("hd720") in the middle of playback.
According to YouTube: https://developers.google.com/youtube/iframe_api_reference#setPlaybackQuality
"The function causes the video to reload at its current position in the new quality."
BUT, the quality of the video is changing only when the current playback time reaches the end point of the buffered old quality stream. So, how can I force the player to buffer the video at the new resolution at that very moment and start showing it from exactly that 'current duration' of the video just as it happens inside YouTube?
By the way, I'm using pre-defined iframe tag in the html with all the parameters in the embed URL, like so:
<iframe id="genesis" src="https://www.youtube.com/embed/EZgTo1kKSsg?enablejsapi=1&controls=0&showinfo=0&iv_load_policy=3&modestbranding=1&rel=0&fs=1" frameborder="0"></iframe>
And creating the player, like so:
$.getScript("https://www.youtube.com/player_api");
function onYouTubeIframeAPIReady() {
player = new YT.Player('genesis', {
events: {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange,
'onPlaybackQualityChange': onQualityChange
}
});
}
function onQualityChange(){
console.log('Now playing at ' + player.getPlaybackQuality());
// Though it returns "hd720" within a few moments after hitting
// setPlaybackQuality("hd720"), actual playback quality remains the older one.
}
$(document).on('click', '.play', function(){
player.playVideo();
});
$(document).on('click', '#res_change_while_playing', function(){
player.setPlaybackQuality($(this).data("id")); // data-id="hd720"
});
Please help!
Thanks.
You can use seek function to re-buffer the video after you call setPlaybackQuality function
function onQualityChange(){
player.setPlaybackQuality("small")
player.seekTo(60) // or set to CurrentTime using player.getCurrentTime()
}
if this code doesnt work, you must stop the video first, then set the video quality, then seek to your time
I checked the Youtube API v3 iframe embed docs and am trying to apply player.clearVideo() function to my button as follows (ellipsis replaces code) :
...
function onPlayerReady(event) {
var zapButton = document.getElementById('zapvideo');
zapButton.addEventListener("click", function() {
player.clearVideo(); // NOT WORKING
});
}
...
$(function(){
$('#zapvideo').on('click', function(){ ... });
});
Nothing happens (no errors). player.stopVideo() and other controls work. How can I clear the video from the Youtube player? I'm using Youtube's HTML5 player, but even when Youtube switches to Flash player for some videos, I still cannot clear the video that's in the player (what's worst is that Youtube doesn't revert to the HTML5 player when an HTML5 compatible video is subsequently selected and played in my app regardless if I have opt-in HTML5 or added the relevant html5 playerVars, which means I cannot tab out of Flash-based player controls when they're in focus. So much for "key-bored" navigation!). I'm using Firefox 36.0.1 .
Any suitable workaround function to clear video while keeping the player available will be fine with me.
Found a workaround with the following code:
...
function onPlayerReady(event) {
...
$('#zapvideo').on('click', function(){
$('#player').hide();
event.target.loadVideoById('',0);
event.target.seekTo(0); // iOS
event.target.stopVideo();
return false;
});
}
#zapvideo button hides the iframe player since we don't want to see any error message in player after an empty or dummy video id is submitted via event.target.loadVideoById(). Remember to show player before playing a new video. The relevant code is encapsulated within the onPlayerReady() function to make sure the player is always ready prior to code execution.
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 need to play a sound when a new message appears on a website. It works fine on Chrome and Safari but I can't make it work on Safari mobile.
I saw that the sound has to be initialised with a user action so I tried that:
var sound = new Audio('./path/to/my/sound.mp3');
var hasPlayed = false;
$('body').bind('click touchstart', function() {
sound.load();
});
sound.addEventListener('play', function() {
hasPlayed = true;
});
var playSound = function() {
if(hasPlayed) {
sound.currentTime = 0;
}
sound.play();
}
Unfortunately, the sound still don't play. I also tried with the Buzz library, and the issue is the same.
So, the question is : how can I play a sound programmatically on mobile browsers ?
First of all: HTML5 audio support in Mobile Safari on iOS (5.01, 5.1) is rather limited. But I have managed to get some small 'event type' sounds working in my iPad 2 web apps. Since you are talking about only one sound file for your app, you don't have to fall back on audio sprites tricks (i.e. merging multiple MP3's into one MP3 file and changing the play position within the merged file depending on the sound you want to be played).
As you have noticed, you cannot play audio automatically in Mobile Safari, i.e. without the user clicking on some element. Technically speaking, the audio must be played (not loaded) in the same call stack as a click event. But you will probably experience a 0,5 second delay then, when Mobile Safari creates the audio object. Here is a solution to this 'problem':
At the start of your app (while loading/initializing), add a click handler to the HTML document that starts playing your audio file as soon as the user clicks/taps anywhere in the app. This will force Safari to start loading the audio.
Listen for the 'play' event that is triggered when the audio is ready to be played, and immediately pause.
Now start playing the audio (without delay) again when you need it.
Here is some quick JavaScript code:
function initAudio() {
var audio = new Audio('./path/to/my/sound.mp3');
audio.addEventListener('play', function () {
// When the audio is ready to play, immediately pause.
audio.pause();
audio.removeEventListener('play', arguments.callee, false);
}, false);
document.addEventListener('click', function () {
// Start playing audio when the user clicks anywhere on the page,
// to force Mobile Safari to load the audio.
document.removeEventListener('click', arguments.callee, false);
audio.play();
}, false);
}
For those that are coming across this problem and the solution by Jeroen is not working here is a solution that works and ensures the proper scoping is correctly enforced.
Make sure initAudio is called on page load. I.e. in your Init function or for jquery inside the document.ready ($(function(){});)
function initAudio(){
var audio = new Audio('./path/to/my/sound.mp3');
var self = this;
//not sure if you need this, but it's better to be safe
self.audio = audio;
var startAudio = function(){
self.audio.play();
document.removeEventListener("touchstart", self.startAudio, false);
}
self.startAudio = startAudio;
var pauseAudio = function(){
self.audio.pause();
self.audio.removeEventListener("play", self.pauseAudio, false);
}
self.pauseAudio = pauseAudio;
document.addEventListener("touchstart", self.startAudio, false);
self.audio.addEventListener("play", self.pauseAudio, false);
}