Add email Signup Form when the video ends - javascript

I am trying to call an email sign up form when the video ends. My problem I don't know how to call the form inside the javascript, so far what I have achieved is to call an alert when the video ends.
Can someone please help me with this?
<video id="myVideo" controls="controls" width="300" height="150">
<source src="http://movie.webm" type="video/webm" />
<source src="your_video_file.ogg" type="video/ogg" />
Your browser does not support HTML5 video.
</video>
<script type="text/javascript">
document.getElementById('myVideo').addEventListener('ended', myHandler, false);
function myHandler(e) {
if (!e) { e = window.event; }
alert("Video Finished");
}
</script>
/*** UPDATE - FOR SOMEONE WHO ARE LOOKING FOR THE SAME HERE IS THE CODE ********/
<!DOCTYPE html>
<html>
<head>
<style>
#overlayContactForm {
visibility: hidden;
position: absolute;
left: 0px;
top: 0px;
width:100%;
height:100%;
text-align:center;
z-index: 1000;
}
#overlayContactForm div {
width: 428px;
margin: 65px;
background-color: #fff;
border: 1px solid #000;
padding: 15px;
text-align: center;
height: 200px;
}
</style>
</head>
<body>
<div id="player"></div>
<script src="http://www.youtube.com/player_api"></script>
<div align="center">
<script>
// create youtube player
var player;
function onYouTubePlayerAPIReady() {
player = new YT.Player('player', {
height: '390',
width: '640',
videoId: 'VhvUEhxL1DQ',
playerVars: {rel: 0},
events: {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange
}
});
}
// autoplay video
function onPlayerReady(event) {
event.target.playVideo();
}
// when video ends
function onPlayerStateChange(event) {
if(event.data === 0) {
el = document.getElementById("overlayContactForm");
el.style.visibility = (el.style.visibility == "visible") ? "hidden" :
"visible";
}
}
</script>
</div>
<div id="overlayContactForm">
<div>
<h1> Text Header Info </h1>
<form class="form-inline">
<input type="email" class="form-control" id="exampleInputEmail3"
placeholder="Email Address">
<button type="submit" class="btn btn-default">Sign in</button>
</form>
<p> Testing email opt-in - Video/Form </p>
</div>
</div>
</body>
</html>

Handle the javascript video end event as:
var signupForm; // reference to the sign-up form
signupForm.style.display = ''; // form initially hidden
// on video end
document.getElementById('myVideo').onended = function(e) {
signupForm.style.display = 'block';
};
EDIT:
Assuming that signupForm is a modal dialog, you can change the even handlers like this
var button; // reference to the button
document.getElementById('myVideo').onended = function(e) {
button.click();
};
button.onclick = function(e) {
signupForm.style.display = 'block';
}
So the modal will now show up both when button is clicked or the video has ended.

Related

Play multiple audio tracks sequentially, not simultaneously

I'm trying to use the <audio> tag, and I want to have as many tracks playing as I add. But now they play at the same time, can I somehow make them play sequentially?
<audio id="audio1" preload="" autoplay="" loop="" type="audio/mp3" src="music/mus1.mp3"></audio>
<audio id="audio2" preload="" autoplay="" loop="" type="audio/mp3" src="music/mus.mp3"></audio>
<div id="pp" style="cursor: pointer;" onclick="pVid();"><img src="img/heart.png"></div>
<script type="text/javascript">
function pVid() {
var audio1 = document.getElementById("audio1");
var audio2 = document.getElementById("audio2");
audio1.paused ? audio1.play() : audio1.pause();
audio2.paused ? audio2.play() : audio2.pause();
}
</script>
I found one solution, it works but not the way I want
var sounds = new Array(new Audio("music/mus1.mp3"), new Audio("music/mus.mp3"));
var i = -1;
pVid();
function pVid() {
i++;
if (i == sounds.length) return;
sounds[i].addEventListener('ended', pVid);
sounds[i].play();
}
Here everything just plays right away, but I want to be able to play the tracks myself through the button and pause at any time. This is done in the first version, but there all the tracks play at the same time
Use audio events as much as possible. We can use freesound.org for testing.
let sounds = new Array(new Audio("https://freesound.org/data/previews/46/46992_514283-lq.mp3"),
new Audio("https://freesound.org/data/previews/610/610823_13156161-lq.mp3"),
new Audio("https://freesound.org/data/previews/92/92005_1499847-lq.mp3"), new Audio("https://freesound.org/data/previews/46/46992_514283-lq.mp3"),
new Audio("https://freesound.org/data/previews/610/610823_13156161-lq.mp3"),
new Audio("https://freesound.org/data/previews/92/92005_1499847-lq.mp3"));
let current = random(0);
let paused = true;
// set event handlers on all audio objects
for (let s of sounds) {
s.addEventListener('ended', ended);
s.addEventListener('play', play);
s.addEventListener('pause', pause);
}
updateVolume()
// handle button click
function playPause() {
if (paused) {
sounds[current].play();
btn.innerText = 'pause';
paused = false;
} else {
sounds[current].pause();
btn.innerText = 'play';
paused = true;
}
}
function ended(e) {
document.getElementById(current + '').classList.remove('playing');
document.getElementById(current + '').classList.remove('paused');
/*i++;
if (i >= sounds.length) //loop
i = 0;
*/
current = random(current); // shuffle
paused = true;
playPause();
}
function play() {
document.getElementById(current + '').classList.add('playing');
document.getElementById(current + '').classList.remove('paused');
}
function pause() {
document.getElementById(current + '').classList.add('paused');
document.getElementById(current + '').classList.remove('playing');
}
function random(i) {
let next = i;
while (next == i)
next = Math.floor(Math.random() * sounds.length);
return next;
}
function updateVolume() {
for (let s of sounds) {
s.volume = volume.value;
}
}
#list {
margin-top: 1rem;
border: 1px solid gray;
width: 100px;
}
#controls {
position: fixed;
right: 2rem;
top: 1rem;
width: 50px;
}
#volume {
width: 150px;
height: 20px;
transform-origin: 75px 75px;
transform: rotate(-90deg) translateY(50%);
}
.playing {
background-color: lightblue;
}
.paused {
background-color: wheat;
}
<Button id=btn onClick='playPause()'>play</Button>
<div id=list>
<div id='0'>Guitar</div>
<div id='1'>Drum</div>
<div id='2'>Violin</div>
<div id='3'>Guitar</div>
<div id='4'>Drum</div>
<div id='5'>Violin</div>
</div>
<div id=controls>
<label for="volume">Volume</label><br>
<input id=volume type="range" id="volume" name="volume" min="0" max="1" step='.1' value='.5' onInput='updateVolume()'>
</div>
I don't know why no one mentioned the onended event
<audio id="aud1" onended="playaud2()" src="whatever.mp3"> <!--first audio-->
<audio id="aud2" src="whatever.mp3"> <!--second audio-->
<script>
//the onended event calls a function when the audio finishes playing
function playaud2() {
document.getElementById("aud2").play()}
</script>
As simple :)
Audio files
For testing, I used a few free sound-effects audio files from https://www.freesoundeffects.com.
To make it work in all browsers it is recommended by w3c to use the <audio>-tag with <source> tags.
Solution
I added some arbitrary sound files and buttons. The buttons will reset all the audios that are currently playing then play the sounds in the data-track attributes.
data-track syntax:
track-a // will play track a
track-a;track-b // will play track a followed by track b
track-a+track-b // will play track a and b simultaniously
track-a+track-b;track-c // as above but add track c to the end
You could do something like this:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<style type="text/css">
audio {
display: block;
}
</style>
<script defer type="application/javascript">
let activeTimeout;
function init(player) {
player.innerHTML = `play ${player.dataset.label}`;
player.addEventListener('click', clickHandler);
}
function reset(audio) {
clearTimeout(activeTimeout);
audio.pause();
audio.currentTime = 0;
}
function dequeue(tracks) {
console.log("Queue:", tracks);
if (tracks.length >= 1) {
const track = tracks.pop();
const multiTrack = track.split('+');
let maxDuration = 0;
multiTrack.forEach((it) => {
const audio = document.querySelector(`[data-audio="${it}"]`);
maxDuration = Math.max(maxDuration, audio.duration);
audio.play();
});
activeTimeout = setTimeout(() => {
dequeue(tracks);
}, maxDuration * 1000);
}
}
function clickHandler(e) {
const allAudios = document.querySelectorAll('[data-audio]');
const trackAttr = this.dataset.track;
const tracks = trackAttr.split(';');
if (tracks) {
allAudios.forEach(reset);
dequeue(tracks.reverse()); // reverse to make the pop-operations faster
} else {
console.log('No track defined!');
}
}
window.addEventListener('load', function() {
const players = document.querySelectorAll('[data-player]');
players.forEach((it) => init(it));
});
</script>
</head>
<body>
<audio data-audio="applause" controls="controls" preload="preload">
<source src="https://www.freesoundeffects.com/files/mp3_426807.mp3" type="audio/mp3"></source><!-- replace with your audio file -->
</audio>
<audio data-audio="bark" controls="controls" preload="preload">
<source src="https://www.freesoundeffects.com/files/mp3_89478.mp3" type="audio/mp3"></source><!-- replace with your audio file -->
</audio>
<audio data-audio="chirp" controls="controls" preload="preload">
<source src="https://www.freesoundeffects.com/files/mp3_89489.mp3" type="audio/mp3"></source><!-- replace with your audio file -->
</audio>
<button data-player data-label="bark!" data-track="bark" />
<button data-player data-label="chirp!" data-track="chirp" />
<button data-player data-label="applause!" data-track="applause" />
<button data-player data-label="applause then bark!" data-track="applause;bark" />
<button data-player data-label="bark then chirp then bark again!" data-track="bark;chirp;bark" />
<button data-player data-label="applause then chirp!" data-track="applause;chirp" />
<button data-player data-label="applause with chirp then bark!" data-track="applause+chirp;bark" />
</body>
</html>
Yes, you can check if you have an element with a simple truthy/falsy check:
if (!slider) return;

embedding multiple Youtube livestream and manage display with buttons

I am trying to setup a website page where 2 permanent live streams (from 2 different channels) are embedded. 2 buttons are present on the page, allowing the user to display 1 video or the other.
However I can't manage to make this work. I am now trying with regular youtube embed, but only one is displaying, the buttons don't have any effect. Also the autoplay doesn't seem to work...
I already tried the Livestream part, this works well, but not with 2 livestreams.
Any advice where to look into. Thank you !
function showcam(num) {
for (let i = 1; i < 2; i++) {
document.getElementById("camera" + i).style.display = 'none';
}
document.getElementById("camera" + num).style.display = '';
console.log(num)
}
iframe {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
border: none;
max-width: 100%;
z-index: -5;
}
<div id="cameramenu">
<ul>
<button id=button1 onclick="showcam(1)">
<li> camera 1 </li>
</button>
<br>
<button id=button1 onclick="showcam(2)">
<li> camera 2 </li>
</button>
</div>
<div id=cameravideo>
<div id=camera1>
<iframe id=camera1 title="Live-stream of the machine" src="https://www.youtube.com/embed/hgZqTIOzOp4?autoplay=1&modestbranding=1&color=red&showinfo=1" playsinline>
</iframe>
</div>
<div id=camera2>
<iframe id=camera2 title="Live-stream of the crowd" src="https://www.youtube.com/embed/CA5-UT_6Cxs?autoplay=1&modestbranding=1&color=red&showinfo=1" playsinline>
</iframe>
</div>
</div>
You have to use the iframe api in order to be able to control the video. From there, you'll be able to add more than 1 video and do make your own play buttons or toggle between them. If you need further help, I can try and give you an example that toggles between 2 videos.
https://developers.google.com/youtube/iframe_api_reference
https://jsfiddle.net/842u0f6v/
<!DOCTYPE html>
<html>
<body>
<!-- 1. The <iframe> (and video player) will replace this <div> tag. -->
<div id="player"></div>
<script>
// 2. This code loads the IFrame Player API code asynchronously.
var tag = document.createElement('script');
tag.src = "https://www.youtube.com/iframe_api";
var firstScriptTag = document.getElementsByTagName('script')[0];
firstScriptTag.parentNode.insertBefore(tag, firstScriptTag);
// 3. This function creates an <iframe> (and YouTube player)
// after the API code downloads.
var player;
function onYouTubeIframeAPIReady() {
player = new YT.Player('player', {
height: '390',
width: '640',
videoId: 'M7lc1UVf-VE',
events: {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange
}
});
}
// 4. The API will call this function when the video player is ready.
function onPlayerReady(event) {
event.target.playVideo();
}
// 5. The API calls this function when the player's state changes.
// The function indicates that when playing a video (state=1),
// the player should play for six seconds and then stop.
var done = false;
function onPlayerStateChange(event) {
if (event.data == YT.PlayerState.PLAYING && !done) {
setTimeout(stopVideo, 6000);
done = true;
}
}
function stopVideo() {
player.stopVideo();
}
</script>
</body>
</html>

How do I fix problem with 'script.js' not working

Basically one of my scripts work but the other one doesn't. I am trying to customize the play button functions with javascript but whenever I try to load the script it seems like the script has no effect on the video.
I have checked the code itself and even went back to the index.html to see if I made any errors with the tags. I also found out after inspecting the script is not there but it's declared in the index.html.
index.html
<div class="container">
<div class="c-video">
<video class="video" src="stranding.mp4"></video>
<div class="controls">
<div class="orange-bar"></div>
<div class="orange-juice"></div>
<div class="buttons">
<button id="play-pause"></button></div>
</div>
</div>
</div>
<script src="script.js"></script>
<script src="alert.js"></script>
________________________________________________________________________
var video = document.querySelector("video");
var juice = document.querySelector("orange-juice");
var btn = document.getElementById("play-pause");
function togglePlayPause() {
if(video.paused){
btn.className = "pause";
video.play();
} else {
btn.className = "play";
video.pause();
}
}
btn.onclick = funtion() {
togglePlayPause();
};
________________________________________________________
stye.css
.buttons button.play:before {
content: "\fo4b";
}
.buttons button.pause:before {
content: "\f04c";
}
.orange-bar{
height: 10px;
top: 0;
left: 0;
width: 100%;
}
.orange-juice{
height: 10px;
background-color: silver;
}
I want the script to cause the video to play/pause but it doesn't.
You are incorrectly taking the reference of the Play/Pause button.
Instead of:
document.getElementById(".play-pause");
use
document.getElementById("play-pause");
You are using the "." class selector in document.getElementsById
var btn = document.getElementById(".play-pause");
Without seeing the HTML and knowing exactly what is going on, try
var btn = document.getElementById("play-pause");

How to make multiple playback buttons?

I have code for one button, how to do for multiple?
image example
I tried to get around all the elements, but the tracks played simultaneously.
http://codepen.io/anon/pen/mmyaQx
On jquery I did it, but I can not on native JavaScript.
window.onload = function(){
var myAudio = document.getElementById('my-audio');
var play = document.getElementById('play');
var pause = document.getElementById('pause');
var loading = document.getElementById('loading');
var bar = document.getElementById('bar');
function displayControls() {
loading.style.display = "none";
play.style.display = "block";
}
// check that the media is ready before displaying the controls
if (myAudio.paused) {
displayControls();
} else {
// not ready yet - wait for canplay event
myAudio.addEventListener('canplay', function() {
displayControls();
});
}
play.addEventListener('click', function() {
myAudio.play();
play.style.display = "none";
pause.style.display = "block";
});
pause.addEventListener('click', function() {
myAudio.pause();
pause.style.display = "none";
play.style.display = "block";
});
// display progress
myAudio.addEventListener('timeupdate', function() {
//sets the percentage
bar.style.width = parseInt(((myAudio.currentTime / myAudio.duration) * 100), 10) + "%";
});
}
#controls {
width: 80px;
float: left;
}
#progress {
margin-left: 80px;
border: 1px solid black;
}
#bar {
height: 20px;
background-color: green;
width: 0;
}
<audio id="my-audio">
<source src="http://jPlayer.org/audio/mp3/Miaow-07-Bubble.mp3" type="audio/mpeg">
<source src="http://jPlayer.org/audio/ogg/Miaow-07-Bubble.ogg" type="audio/ogg">
</audio>
<div id="controls">
<span id="loading">loading</span>
<button id="play" style="display:none">play</button>
<button id="pause" style="display:none" >pause</button>
</div>
<div id="progress">
<div id="bar"></div>
</div>
I do not know what you want to achieve, but it seems that you are trying to reinvent the wheel...
Do you know that you can enable controls on the HTML5 audio player? :)
<audio controls>
<source src="http://jPlayer.org/audio/mp3/Miaow-07-Bubble.mp3" type="audio/mpeg">
<source src="http://jPlayer.org/audio/ogg/Miaow-07-Bubble.ogg" type="audio/ogg">
</audio>
something like this will help you..
make function instead of window.onload and paremetrize it.. then call each in start function..
function start(){
buildOne( 'my-audio', 'play', 'pause', 'loading', 'bar' );
buildOne( 'my-audio2', 'play2', 'pause2', 'loading2', 'bar2' );
}
window.onload = start;
full example is here: http://codepen.io/mkdizajn/pen/ZKYwEQ?editors=1011

I need help getting autoplay to work via [getElementById]

My code: https://jsfiddle.net/m656xw8s/24/
I've been trying to get autoplay to work, can someone show me what the correct code would be? Using the code I provided. Using [getElementById]
var player = document.getElementById('player').autoplay; document.getElementById('player').innerHTML = true;
<button id="playButton" style="border:none; width: 200px; height: 200px; cursor: pointer; font-family:Tahoma; font-weight: bold;font-size:14px; background-color:red;color:blue;" onclick="
var player = document.getElementById('player').autoplay;
document.getElementById('player').innerHTML = true;
var player = document.getElementById('player').volume='1.0';
var button = document.getElementById('playButton');
var player = document.getElementById('player');
if (player.paused) {
playButton.style.backgroundColor = 'red';
player.play();
} else {
playButton.style.backgroundColor = 'red';
player.pause();
}">
</button>
<audio id="player" style="display:none;">
<source src='http://hi5.1980s.fm/;' type='audio/mpeg' />
</audio>
Set the autoplay then load.
http://www.w3schools.com/tags/tryit.asp?filename=tryhtml5_av_prop_autoplay
Update:
document.getElementById('playButton').addEventListener('click', autoPlayToggle);
document.getElementById('autovolume_range').addEventListener('change', changeVol);
//Only getElementById once!
var player = document.getElementById("player");
var autoplaytext = document.getElementById("autoplay_text");
var autovolumetext = document.getElementById("autovolume_range");
//Boolean from localstorage to keep state of the player
var autoPlayOn = autoplaytext.value = (localStorage.getItem("keepAutoPlay") === "true");
var setVolumeOn = autovolumetext.value = parseFloat(localStorage.getItem("keepVolume"));
player.volume = setVolumeOn;
player.autoplay = autoPlayOn;
player.load();
//Force play if it dosen't autoplay after refresh
if (player.autoplay == true) {
player.play();
} else {
player.pause();
}
//Function
//When the user refreshes the page it will keep the autoplay state
function autoPlayToggle() {
if (player.paused) {
player.play();
player.autoplay = true;
} else {
player.pause();
player.autoplay = false;
}
//Show the state in a text box
autoplaytext.value = player.autoplay;
//Save updated state to your local disk
localStorage.setItem("keepAutoPlay", autoplaytext.value);
}
//Save state of volume
function changeVol() {
player.volume = this.value;
localStorage.setItem("keepVolume", this.value);
}
<button id="playButton" style="border:none; width: 200px; height: 200px; cursor: pointer; font-family:Tahoma; font-weight: bold;font-size:14px; background-color:red;color:blue;">
</button>
<audio id="player" style="display:none;" >
<source src='http://hi5.1980s.fm/;' type='audio/mpeg'/>
</audio>
AutoPlay: <input id="autoplay_text" />
AutoVolume: <input type="range" step="0.1" min="0.0" max="1.0" id="autovolume_range" />
https://jsfiddle.net/LeroyRon/dtnrdjd5/
You only need to add attribute auto play to your audio tag see the updated code below; Based on your code you are redeclaring player multiple times see the updated code below. Your auto play is triggered on button click based on your code, you may want to separate the javascript codes to the button and just trigger a method indicated on your button click event.
You will need to use removeAttribute to remove the autoplay from your audio element. I added the code on how to do it below.
//player declared outside of the audioPlay method to make it accessible inside the audioPlay method
var player = document.getElementById('player');
//auto play set outside playAudio method outside of the button click event method
player.setAttribute('autoplay', '');
//to set autoplay false uncomment the code below
//player.removeAttribute('autoplay');
//playAudio is triggered on button click event
function playAudio(){
player.setAttribute('volume', 1.0);
var button = document.getElementById('playButton');
if (player.paused) {
playButton.style.backgroundColor = 'red';
player.play();
} else {
playButton.style.backgroundColor = 'red';
player.pause();
}
}
<button id="playButton" style="border:none; width: 200px; height: 200px; cursor: pointer; font-family:Tahoma; font-weight: bold;font-size:14px; background-color:red;color:blue;" onclick="
playAudio()">
</button>
<audio id="player" style="display:none;">
<source src='http://hi5.1980s.fm/;' type='audio/mpeg' />
</audio>

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