This is what I'm working with:
var numberOfSongs = 5
var sound = new Array(numberOfSongs+1)
sound[0]= "https://domain.com/media/audio1.mp3"
sound[1]= "https://domain.com/media/audio2.mp3"
sound[2]= "https://domain.com/media/audio3.mp3"
sound[3]= "https://domain.com/media/audio4.mp3"
sound[4]= "https://domain.com/media/audio5.mp3"
function randomNumber(){
var randomLooper = -1
while (randomLooper < 0 || randomLooper > numberOfSongs || isNaN(randomLooper)){ randomLooper = parseInt(Math.random()*(numberOfSongs+1))
}
return randomLooper
}
var randomsub = randomNumber()
var soundFile = sound[randomsub]
document.write ('<EMBED src= "' + soundFile + '" hidden=true autostart=true loop=true>')
A friend gave me this for my website. This is used to play a randomly selected mp3 file from a list of 5 of them. I'm trying to add volume values to this (Nothing that will visibly show as controls) but to be put in as JS.
I want to be able to upload audio but not have to edit the audio itself in a audio editor, I'd rather do it here in JS for my convenience. What would be a good way to add volume values to this?
Eg: volume at default is set at 25% but can't be changed unless you edit the source of this JS. There should be no controls visible.
I'm not good at JS at all. I've looked up how to build something like that into this but I don't know where to begin.
Use Audio
var audio = new Audio(soundFile);
audio.loop = true;
audio.autoplay = true;
// set volume here, between 0 and 1
audio.volume = .7;
Related
I'm making a random order video player, adapting code from here but the same video just keeps playing, even though I can see (from text above the video) that the random ordering is working. Live version is here.
Is the problem with the appendChild meaning the new video is end of a list but the first in list keeps playing? I tried replaceChild but that didn't work.
<script type="text/javascript">
$(document).ready(function(){
var videos = [
[{type:'mp4', 'src':'carlos/one-carlostest.mp4'}],
[{type:'mp4', 'src':'carlos/two-carlostest.mp4'}],
[{type:'mp4', 'src':'carlos/three-carlostest.mp4'}],
[{type:'mp4', 'src':'carlos/four-carlostest.mp4'}],
[{type:'mp4', 'src':'carlos/five-carlostest.mp4'}]
];
// selecting random item from array as first to be played
var randomitem = videos[Math.floor(Math.random()*videos.length)];
// This function adds a new video source (dynamic) in the video html tag
function videoadd(element, src, type) {
var source = document.createElement('source');
source.src = src;
source.type = type;
element.appendChild(source);
}
// this function fires the video for particular video tag
function newvideo(src){
var vid = document.getElementById("myVideo");
videoadd(vid,src ,'video/ogg');
vid.autoplay = true;
vid.load();
vid.play();
}
// function call
newvideo(randomitem[0].src)
// Added an event listener so that everytime the video finishes ,a new video is loaded from array
document.getElementById('myVideo').addEventListener('ended',handler,false);
function handler(){
var newRandom = videos[Math.floor(Math.random()*videos.length)];
newvideo(newRandom[0].src)
document.getElementById("monitor").innerHTML = "randomitem is " + newRandom[0].src;
}
})
</script>
Also, if anyone can tell me why the autoplay never works that'd be appreciated, though it's the least of my problems.
I have kinda found this solution for your video playing one after other. now in your JS file, now you just will need to add your video src path.
var vidElement = document.getElementById('video');
var vidSources = [
"https://lutins.co.uk/carlos/one-carlostest.mp4",
"http://www.w3schools.com/html/movie.mp4"
];
var activeVideo = Math.floor((Math.random() * vidSources.length));
vidElement.src = vidSources[activeVideo];
vidElement.addEventListener('ended', function(e) {
// update the active video index
activeVideo = (++activeVideo) % vidSources.length;
if(activeVideo === vidSources.length){
activeVideo = 0;
}
// update the video source and play
vidElement.src = vidSources[activeVideo];
vidElement.play();
});
video {
width:350px;
}
<p>wowww you got it!</p>
<video src="https://lutins.co.uk/carlos/one-carlostest.mp4" id="video" autoplay muted playsinline></video>
Change the randomIt variable into a callback, only this way, it will generate new random number each time it get call.
// I have change randomitem into a function with ofcourse a proper name
var getRandomItem = function() {
return videos[Math.floor(Math.random()*videos.length)];
}
You should also call it properly like this:
//newvideo(randomitem[0].src) -> change it to
newvideo(getrandomItem().src)
There might also other adjustments requires for your code to work.
What I want to achieve: To stop a previously started sound when a new is started. What I have now: The sounds plays simultanously, none of them is stopping. The probably reason: Wrong logic statement in a line if (audio.played && audio.paused){. Before you judge me for not trying hard enough - I am trying to solve this from 3 days, I am a beginner. It should take me a few minutes, even an hour. I tried in several combinations.At the end I listed several websites which I tried and I still haven't solved it. In all answers is something similar but still I can't made a browser to chose, always only one part is executed either audio.play() or audio.pause() in the log. It works but not as I want and these logical statements are like on other informations on the forum. At the end of the message you can see all similar topics I already tried several times. I kept just as clear code as possible and I want to do it this way, in vanilla javascript because I won't deal for now with anything more complicated. An audio url is taken from modified id on click, the audios are on my disk. It works, I made some mistake in line if (audio.played && audio.paused){ Any ideas except giving up and changing a hobby?
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>Timeout</title>
</head>
<script>
function playAudio3(clicked_id) {
var OriginalID = (clicked_id);
var res = OriginalID.slice(5,-1);
var audioID=res+'.mp3';
var url =audioID;
var audio = new Audio(url);
if (audio.played && audio.paused){
audio.play();
console.log('audio.play was used.');
}else {
audio.currentTime = 0
audio.pause();
console.log('audio.pause was used.');
}
}
</script>
<body>
<span id="guita2x"onclick="playAudio3(this.id);"> Guitar. </span>
<span id="piano2x" onclick="playAudio3(this.id);"> Piano. </span>
<span id="basse15x" onclick="playAudio3(this.id);"> Basse. </span>
</body>
</html>
how do i stop a sound when a key is released in JavaScript
Javascript Audio Play on click
Javascript to stop playing sound when another starts
HTML5 Audio stop function
cancel an if statement if another statement comes true
Stopping audio when another audio file is clicked using jQuery while obscuring link
https://www.w3schools.com/jsref/dom_obj_audio.asp
HTML5 Audio pause not working
Never give up, and don't change a hobby. :)
Possible solution from one hobbyist, too:
files = ['guitar', 'piano', 'bass']; // name of your files in array. You can get this array from looping through your html/spans id's too, but, this is basic logic
audios = []; //empty audios object array
for (i = 0; i < files.length; i++) {
var audioID = files[i] + '.mp3';
var url = audioID;
var audio = new Audio(url);
audios.push(audio); //place all audio objects into array
}
console.log(audios);
//now - basic logic to check which audio element to play, and to stop others
function playAudio3(clicked_id) {
for (i = 0; i < audios.length; i++) {
if (audios[i].src.includes(clicked_id)) {
audios[i].play();
} else {
audios[i].currentTime = 0
audios[i].pause();
}
}
}
So, you are creating all audio objects at the page load, and then choose which one to play. Of course, this will play all audio files from the start. If you want to keep the track of the audio progress, and play it from the last pause, you will need some additions, but, this could be the start, i hope.
OK, updated, i kept some of your code, and slightly changed some things in HTML.
Your complete code now should look like this: (HTML)
<span class='aud' id="guita1x" onclick="playAudio3(this.id);"> Guitar. </span>
<span class='aud' id="piano2x" onclick="playAudio3(this.id);"> Piano. </span>
<span class='aud' id="basse3x" onclick="playAudio3(this.id);"> Basse. </span>
Js:
spans=document.querySelectorAll('.aud');
console.log(spans);
audios = []; //empty audios object array
for (i = 0; i < spans.length; i++) {
var OriginalID = spans[i].id;
var res = OriginalID.slice(5,-1);
var audioID=res+'.mp3';
var url =audioID;
var audio = new Audio(url);
audios.push(audio); //place all audio objects into array
}
console.log(audios);
//now - basic logic to check which audio element to play, and to stop others
function playAudio3(clicked_id) {
for (i = 0; i < audios.length; i++) {
clickid=clicked_id.replace(/[A-Za-z]/g,'')+'.mp3';
if (audios[i].src.includes(clickid)) {
audios[i].play();
} else {
audios[i].currentTime = 0
audios[i].pause();
}
}
}
Now, i have just added class 'aud' to your spans, for easier targeting.
Then, i have collected id's from the spans and placed it in the audios array. (Not sure why you are slicing names/ids, you can simplify things by adding just numbers: 1, 2, 3 and so on).
NOW, this MUST work, IF
you have 3 .mp3 files in the same folder as your html/js file, called: 1.mp3, 2.mp3, 3.mp3.
if you place your javascript bellow HTML, BEFORE closing 'body' tag.
I want to create an audio background player where user can only click on image to play or stop the playback. I have trouble creating or rewirting existing codes to make a playlist for it, that automatically plays next song when previous is finished. I want to do it in vanilla js.
Here is what I have so far:
https://jsfiddle.net/rockarou/ad8Lkkrj/
var imageTracker = 'playImage';
swapImage = function() {
var image = document.getElementById('swapImage');
if (imageTracker == 'playImage') {
image.src = 'http://findicons.com/files/icons/129/soft_scraps/256/button_pause_01.png';
imageTracker = 'stopImage';
} else {
image.src = 'http://findicons.com/files/icons/129/soft_scraps/256/button_play_01.png';
imageTracker = 'playImage';
}
};
var musicTracker = 'noMusic';
audioStatus = function() {
var music = document.getElementById('natureSounds');
if (musicTracker == 'noMusic') {
music.play();
musicTracker = 'playMusic';
} else {
music.pause();
musicTracker = 'noMusic';
}
};
here is the trick to trigger next song:
music.addEventListener('ended',function(){
//play next song
});
How to play another song on same audio tag:
music.pause();
music.src = "new url";
music.load();
music.play();
Now here is a cool example of a playlist in html5, you can load each song at the time, case some clients (mobile) will not be happy when you consume the traffic, in next example all audios are loaded at same time to have a smooth transition from song to song,
loading the songs:
//playing flag
var musicTracker = 'noMusic';
//playlist audios
var audios = [];
$(".song").each(function(){
var load = new Audio($(this).attr("url"));
load.load();
load.addEventListener('ended',function(){
forward();
});
audios.push(load);
});
//active track
var activeTrack = 0;
Highlighting witch song is playing, with a bit of jquery, yeah, case yeah I'm lazy, lazy:
var showPlaying = function()
{
var src = audios[activeTrack].src;
$(".song").removeClass("playing");
$("div[url='" + src + "']").addClass("playing");
};
Fiddle here
Note: If the sound's doesn't play, manually check if audio url's are accessible
[Here a non vanilla solution.] My playlist consists of four songs, they are named 0.mp3, 1.mp3, 2.mp3 and 3.mp3.
<html>
<head><script src="https://ajax.googleapis.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script></head>
<body>
<audio id="player" autoplay controls><source src="0.mp3" type="audio/mp3"></audio>
</body>
<script>
var x = 0;
var music = document.getElementById("player");
$("#player").bind("ended", function(){
x=x+1;
music.src = x%4 + ".mp3";
music.load();
music.play();
});
</script>
</html>
The playlist is repeated indefinetely.
Vanilla Javascript variant:
const audioArray = document.getElementsByClassName('songs'); //Get a list of all songs
let i = 0; //Initiate current Index
const player = document.getElementById('player'); //get the player
player.src = audioArray[i].getAttribute('data-url'); //set first Song to play
player.addEventListener('ended',function(){ //when a song finished playing
i++; //increase index
if (i < audioArray.length) { //If current index is smaller than count of songs
player.src = audioArray[i].getAttribute('data-url'); //set next song
return; // stop further processing of this function for now
}
// current index is greater than count of songs
i = 0; // therefore we reset the current index to the first available song
player.src = audioArray[i].getAttribute('data-url'); // and set it to be played
});
In this example you don't set an initial src for the audioplayers source-tag but instead have a list of class 'song'-items with an data-url attribute containing the url/path to the tracks.
I added comments to learn what and why this code is doing what it does.
Of course it could be better but it's a quick throwup of code ;)
Is it possibly in Jquery or Javascript, without the use of libraries to record audio for X seconds and save to a audio file. I've looked at getUserMedia, an I see that it can retrieve audio and video from the webcam. I am currently using the webcam with another library: Clmtracker and for that reason I would want to try and do this without any more external libraries.
I want to store the recorded audio in a div. I am currently taking a picture and assigning it a unique name, so I am wondering how I can capture a short section of audio and store it in the same generated div.
Question: How can I achieve getting audio for 5 seconds from webcam?
Sub-Question: How can I store that in an element within a div?
My Code for capturing Img and Data on my page
function capturePage() {
var now = new Date();
if (nextAllowedCapture <= now) {
// Do capture logic
audioElement.play();
counting++
console.log("Capturing...");
$(".capturing").show().delay(500).fadeOut(3000);
var innerDiv = document.createElement('div'),
innerDivImg = document.createElement('canvas'),
image = document.createElement('img'),
ul = document.createElement('ul');
innerDiv.className = 'divCreate';
innerDiv.id = 'img' + counting;
innerDivImg.height = 450;
innerDivImg.width = 600;
innerDivImg.getContext('2d').drawImage(vid, 0, 0);
image.id = 'image' + counting;
image.src = innerDivImg.toDataURL();
image.className = 'divCreateImg';
innerDiv.appendChild(image);
innerDiv.appendChild(ul);
document.getElementById('galleryWrapper').appendChild(innerDiv);
$('#measurements h4').each(function () {
$("#" + innerDiv.id + " " + 'ul').append('<li>' + $(this).text() + ': ' + $(this).next().text());
});
nextAllowedCapture = new Date();
nextAllowedCapture.setSeconds(nextAllowedCapture.getSeconds() + coolDownSeconds);
} else {
nextCapTime = (nextAllowedCapture.getTime() - now.getTime()) / 1000;
console.log("Can't capture again yet. This function can be executed again in " +
(nextAllowedCapture.getTime() - now.getTime()) / 1000 +
" seconds.");
}
}
You can see the code for Recorder.js as an example which implements the capture audio functionality and saves it in wav format using getUserMedia annd yes, just html5 and javascript.
Now you might say that you asked without any plugins. In fact, I checked the code for recorder.js which is just 90 lines of plain javascript, just html5 and javascript.
UPDATE: I found one online demo which experiments with this and it seems to work fine and all source code is open. You might want to check that out.
Here is the link:
Recorder JS
Here is another link to tweak it and make it more functional.
Recording MP3 Using Only HTML5 and JavaScript
I have a PSD file with a bunch of layers that are frames for an animation. How can I create an animation from this using JQuery/JavaScript?
Will I have to save each layer as a separate image, is there a way to have the one image with multiple layers animated? To clarify, I don't want the actual image to move, I just want different layers to be displayed as if they were frames of an animation. What's the standard way this is done with JavaScript?
Thanks!
Here is a fiddle that demonstrates the javascript timer + individual images approach.
Fiddle: http://jsfiddle.net/ZVFu8/2/
The basic idea is to create an array with the names of your images.
var img_name_arr = [];
var img_name_root = "anim-";
var img_name_ext = ".gif";
var num_images = 12;
// init arr of img names assuming frames are named [root]+i+[extension]
for (i = 0; i<=num_images; i++) {
img_name_arr.push(img_name_root + i + img_name_ext);
}
For the animation, use setInterval(). In javascript, an interval executes periodically. You specify the code to execute and the interval at which the code should be run (in milliseconds).
Every time your interval is called, you can display a new image by setting the "src" attribute of the image tag to the next index in the image_name array.
// Create an interval, and save a handle to the interval so it can be stopped later
anim_interval = setInterval(function() {
$("#player").attr("src", s + img_name_arr[(anim_frame++ % num_images)+1] );
}, frame_interval);
Depending on how long your animation is and how large each image file is, it might be necessary to optimize this by pre-loading these images. Before the animation starts, you could create an img tag for each image and hide it. Then, instead of altering the "src" attribute to change the image, you would actually hide the current image and un-hide the next image in the previous image's place.
Here is the full code if you wish to run this locally:
<script src="//ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<a id="anim_control" href="">Start</a>
<img id="player" src="" />
<script>
var s = "http://" + atob("YmVucmlkb3V0LmNvbQ==") + "/";
var img_name_arr = [];
var img_name_root = "anim-";
var img_name_ext = ".gif";
var num_images = 12;
var framerate = 1; // Desired frames per second
var frame_interval = 1000/framerate;
$(function(){
// Document is ready
// init arr of img names
for (i = 0; i <= num_images; i++) {
img_name_arr.push(img_name_root + i + img_name_ext);
}
var anim_interval = null;
var playing = false;
var anim_frame = 0;
// Define an interval that will execute every [frame_interval] milliseconds
$("#anim_control").on("click", function(e) {
e.preventDefault();
if (playing == true) {
playing = false;
$(this).html("Start");
clearInterval(anim_interval);
} else {
playing = true;
$(this).html("Stop");
anim_interval = setInterval(function() {
//console.log(s + img_name_arr[(anim_frame++ % num_images)+1]);
$("#player").attr("src", s + img_name_arr[(anim_frame++ % num_images)+1] );
}, frame_interval);
}
});
});
</script>
<style>
#player {
width: 320px;
height: 240px;
border: 1px solid #000;
}
</style>