Play selected audio while pausing/resetting others - javascript

I have two audio elements that play through a button's click event. I've successfully managed to pause one if another is selected but also need to set the paused element back to 0.0 seconds (i.e pause and reset).
I'm aware that Javascript currently doesn't have a stop() method which led assume that this would be done by setting its currentTime to 0. If so I just haven't been able to figure out the best way to incorporate this method in my code.
Right now I'm pausing all audio elements in the latter half of the conditional using $(".audio").trigger("pause"); which doesn't too efficient performance wise. What would be the best way to pause and reset only the previously played audio file and not every one on the page?
http://jsfiddle.net/txrcxfpy/

use below code . check DEMO
$(function() {
$('.track-button').click(function() {
var reSet = $('.track-button').not($(this)).siblings(".audio").get(0);
reSet.pause();
reSet.currentTime = 0;
var $this = $(this),
trackNum = $this.text(),
currentAudio = $this.siblings(".audio"),
audioIsPaused = currentAudio.get(0).paused;
if (audioIsPaused) {
currentAudio.get(0).play();
} else {
currentAudio.get(0).pause();
}
});
});

Related

'Pop noise' sounds when audio paused with Javascript

I have an audio tag in my html, and which I have .wav inside it. With Javascript, I select audio tag and play the wav., which I trigger using a keyboard key. What I am trying to achieve is, for example, on press of each 'A' key, replay the .wav/play the sound from the beginning)
The playing of the audio works okay, and so does the pause too. However, I get a pop noise, while directly pausing the playing .wav.
var audio = document.getElementById(sound);
if (!isPlaying(audio)) {
audio.play(); // works
} else {
audio.pause(); // pops on this line; I checked with commenting below lines.
audio.currentTime = 0;
audio.play();
}
I found this answer, and as far as I understand, it's happening because I instantly set the volume to 0; but I couldn't figure it out for my case. I believe using a fader with setInterval is not a good approach
I also found audio.muted = true, and tried using it before pausing the volume (and used audio.muted = false just before playing the audio), but this also gives pop noise
Update:
I think I need to use fade out to work around this issue. Is there a way to fade out audio instantly?
Update:
I think I need to use fade out to work around this issue. Is there a
way to fade out audio instantly?
You can use .animate() to animate volume property from current value to 0
var audio = $("audio");
$("button").click(function() {
if (audio[0].volume > 0) {
audio.animate({volume:0});
// call `.pause()` here
}
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<audio controls src="https://upload.wikimedia.org/wikipedia/commons/6/6e/Micronesia_National_Anthem.ogg"></audio>
<button>fade out audio</button>

jQuery video hover optimising dynamic selectors

I'm working on something where the user hovers over a video to trigger it playing. When they hover over a different video, this new video starts playing and stops the others.
I'm using Vimeo and their Froogaloop library ( not too relevant here, could also be video tags, mainly concerned with the caching of the selectors ).
This code works fine, but I know it's not as optimised as it should be, it uses multiple selectors each time the hover function is called which I don't want to do. Can I improve this code so that it doesn't do this? Or is it Ok to keep calling the jQuery selectors like this in modern browsers now?
Here is a simplified working demo
function hoverVid() {
var frame = $(this).find('iframe');
var player = $f(frame[0]);
player.api('play');
var vids = $('.vid-row iframe').not(frame);
vids.each(function(index) {
var frame = $(this);
var player = $f(frame[0]);
player.api('pause');
});
}
$('.vid-row').hover(hoverVid);
Cheers :]
I improved it a bit - As per #GerardCuadras comment, removed the need for using the .not() filter by simply pausing all the videos, then playing the desired one.
This allowed me to cache the list of iframes. I also optimised the selector to use an #id and .find().
JSBin
var vidz = $('#vidz').find('iframe');
function hoverVid(e){
vidz.each(function( index ){
var frame = $(this);
var player = $f(frame[0]);
player.api('pause');
});
var frame = $(this).find('iframe');
var player = $f(frame[0]);
player.api('play');
}
$('.vid-row').hover(hoverVid);

Please help me to use play/stop code so my code should stop and reset not pause [duplicate]

I am playing a small audio clip on click of each link in my navigation
HTML Code:
<audio tabindex="0" id="beep-one" controls preload="auto" >
<source src="audio/Output 1-2.mp3">
<source src="audio/Output 1-2.ogg">
</audio>
JS code:
$('#links a').click(function(e) {
e.preventDefault();
var beepOne = $("#beep-one")[0];
beepOne.play();
});
It's working fine so far.
Issue is when a sound clip is already running and i click on any link nothing happens.
I tried to stop the already playing sound on click of link, but there is no direct event for that in HTML5's Audio API
I tried following code but it's not working
$.each($('audio'), function () {
$(this).stop();
});
Any suggestions please?
Instead of stop() you could try with:
sound.pause();
sound.currentTime = 0;
This should have the desired effect.
first you have to set an id for your audio element
in your js :
var ply = document.getElementById('player');
var oldSrc = ply.src;// just to remember the old source
ply.src = "";// to stop the player you have to replace the source with nothing
I was having same issue. A stop should stop the stream and onplay go to live if it is a radio. All solutions I saw had a disadvantage:
player.currentTime = 0 keeps downloading the stream.
player.src = '' raise error event
My solution:
var player = document.getElementById('radio');
player.pause();
player.src = player.src;
And the HTML
<audio src="http://radio-stream" id="radio" class="hidden" preload="none"></audio>
Here is my way of doing stop() method:
Somewhere in code:
audioCh1: document.createElement("audio");
and then in stop():
this.audioCh1.pause()
this.audioCh1.src = 'data:audio/wav;base64,UklGRiQAAABXQVZFZm10IBAAAAABAAEAVFYAAFRWAAABAAgAZGF0YQAAAAA=';
In this way we don`t produce additional request, the old one is cancelled and our audio element is in clean state (tested in Chrome and FF) :>
This method works:
audio.pause();
audio.currentTime = 0;
But if you don't want to have to write these two lines of code every time you stop an audio you could do one of two things. The second I think is the more appropriate one and I'm not sure why the "gods of javascript standards" have not made this standard.
First method: create a function and pass the audio
function stopAudio(audio) {
audio.pause();
audio.currentTime = 0;
}
//then using it:
stopAudio(audio);
Second method (favoured): extend the Audio class:
Audio.prototype.stop = function() {
this.pause();
this.currentTime = 0;
};
I have this in a javascript file I called "AudioPlus.js" which I include in my html before any script that will be dealing with audio.
Then you can call the stop function on audio objects:
audio.stop();
FINALLY CHROME ISSUE WITH "canplaythrough":
I have not tested this in all browsers but this is a problem I came across in Chrome. If you try to set currentTime on an audio that has a "canplaythrough" event listener attached to it then you will trigger that event again which can lead to undesirable results.
So the solution, similar to all cases when you have attached an event listener that you really want to make sure it is not triggered again, is to remove the event listener after the first call. Something like this:
//note using jquery to attach the event. You can use plain javascript as well of course.
$(audio).on("canplaythrough", function() {
$(this).off("canplaythrough");
// rest of the code ...
});
BONUS:
Note that you can add even more custom methods to the Audio class (or any native javascript class for that matter).
For example if you wanted a "restart" method that restarted the audio it could look something like:
Audio.prototype.restart= function() {
this.pause();
this.currentTime = 0;
this.play();
};
It doesn't work sometimes in chrome,
sound.pause();
sound.currentTime = 0;
just change like that,
sound.currentTime = 0;
sound.pause();
From my own javascript function to toggle Play/Pause - since I'm handling a radio stream, I wanted it to clear the buffer so that the listener does not end up coming out of sync with the radio station.
function playStream() {
var player = document.getElementById('player');
(player.paused == true) ? toggle(0) : toggle(1);
}
function toggle(state) {
var player = document.getElementById('player');
var link = document.getElementById('radio-link');
var src = "http://192.81.248.91:8159/;";
switch(state) {
case 0:
player.src = src;
player.load();
player.play();
link.innerHTML = 'Pause';
player_state = 1;
break;
case 1:
player.pause();
player.currentTime = 0;
player.src = '';
link.innerHTML = 'Play';
player_state = 0;
break;
}
}
Turns out, just clearing the currentTime doesn't cut it under Chrome, needed to clear the source too and load it back in. Hope this helps.
As a side note and because I was recently using the stop method provided in the accepted answer, according to this link:
https://developer.mozilla.org/en-US/docs/Web/Guide/Events/Media_events
by setting currentTime manually one may fire the 'canplaythrough' event on the audio element. In the link it mentions Firefox, but I encountered this event firing after setting currentTime manually on Chrome. So if you have behavior attached to this event you might end up in an audio loop.
shamangeorge wrote:
by setting currentTime manually one may fire the 'canplaythrough' event on the audio element.
This is indeed what will happen, and pausing will also trigger the pause event, both of which make this technique unsuitable for use as a "stop" method. Moreover, setting the src as suggested by zaki will make the player try to load the current page's URL as a media file (and fail) if autoplay is enabled - setting src to null is not allowed; it will always be treated as a URL. Short of destroying the player object there seems to be no good way of providing a "stop" method, so I would suggest just dropping the dedicated stop button and providing pause and skip back buttons instead - a stop button wouldn't really add any functionality.
This approach is "brute force", but it works assuming using jQuery is "allowed". Surround your "player" <audio></audio> tags with a div (here with an id of "plHolder").
<div id="plHolder">
<audio controls id="player">
...
</audio>
<div>
Then this javascript should work:
function stopAudio() {
var savePlayer = $('#plHolder').html(); // Save player code
$('#player').remove(); // Remove player from DOM
$('#FlHolder').html(savePlayer); // Restore it
}
I was looking for something similar due to making an application that could be used to layer sounds with each other for focus. What I ended up doing was - when selecting a sound, create the audio element with Javascript:
const audio = document.createElement('audio') as HTMLAudioElement;
audio.src = getSoundURL(clickedTrackId);
audio.id = `${clickedTrackId}-audio`;
console.log(audio.id);
audio.volume = 20/100;
audio.load();
audio.play();
Then, append child to document to actually surface the audio element
document.body.appendChild(audio);
Finally, when unselecting audio, you can stop and remove the audio element altogether - this will also stop streaming.
const audio = document.getElementById(`${clickedTrackId}-audio`) as HTMLAudioElement;
audio.pause();
audio.remove();
If you have several audio players on your site and you like to pause all of them:
$('audio').each( function() {
$(this)[0].pause();
});
I believe it would be good to check if the audio is playing state and reset the currentTime property.
if (sound.currentTime !== 0 && (sound.currentTime > 0 && sound.currentTime < sound.duration) {
sound.currentTime = 0;
}
sound.play();
for me that code working fine. (IE10+)
var Wmp = document.getElementById("MediaPlayer");
Wmp.controls.stop();
<object classid="clsid:6BF52A52-394A-11D3-B153-00C04F79FAA6"
standby="Loading áudio..." style="width: 100%; height: 170px" id="MediaPlayer">...
Hope this help.
What I like to do is completely remove the control using Angular2 then it's reloaded when the next song has an audio path:
<audio id="audioplayer" *ngIf="song?.audio_path">
Then when I want to unload it in code I do this:
this.song = Object.assign({},this.song,{audio_path: null});
When the next song is assigned, the control gets completely recreated from scratch:
this.song = this.songOnDeck;
The simple way to get around this error is to catch the error.
audioElement.play() returns a promise, so the following code with a .catch() should suffice manage this issue:
function playSound(sound) {
sfx.pause();
sfx.currentTime = 0;
sfx.src = sound;
sfx.play().catch(e => e);
}
Note: You may want to replace the arrow function with an anonymous function for backward compatibility.
In IE 11 I used combined variant:
player.currentTime = 0;
player.pause();
player.currentTime = 0;
Only 2 times repeat prevents IE from continuing loading media stream after pause() and flooding a disk by that.
What's wrong with simply this?
audio.load()
As stated by the spec and on MDN, respectively:
Playback of any previously playing media resource for this element stops.
Calling load() aborts all ongoing operations involving this media element

Playing audio within a loop

First off here is my javascript code:
$(function() {
stepFade('.fadable',700,1);
});
function stepFade(target, speed, opacity) {
var mysound = new Audio("./sounds/kick.mp3");
var $fade = $(target);
($fade).each( function( i ) {
$(this).delay(i*speed).fadeTo(speed, opacity);
mysound.play();
mysound.currentTime = 0;
});
}
My goal here is to play a sound in conjunction with the fade ins that are happening on the website with jquery. I'm having trouble looping the sound in a way so that they are in sync. I've tried resetting the currentTime and that doesn't seem to work for some reason.
Another method would be to use mysound.loop(); however this just plays the sound in a loop without any considerations in the timing of the sounds. Thus this becomes de-synchronized with the animations.
Anyone can first explain why setting the current time doesn't work and what possible solutions exists?
Thanks!

Control start position and duration of play in HTML5 video

We have a video (13 minutes long) which we would like to control using HTML5. We want to be able to let our users control and select the parts of the video they want to play. Preferably this control would be through 2 input fields. They would input start time (in seconds) in first box and input duration to play (in seconds) in second box. For example, they might want to start the video 10 seconds in and play for 15 seconds. Any suggestions or guidance on the Javascript needed to do this?
Note: I have found the following:
Start HTML5 video at a particular position when loading?
But it addresses only starting at a particular time, and nothing with playing the video for a specified length of time.
You could use the timeupdate event listener.
Save the start time and duration time to variable after loadedmetadata event.
// Set video element to variable
var video = document.getElementById('player1');
var videoStartTime = 0;
var durationTime = 0;
video.addEventListener('loadedmetadata', function() {
videoStartTime = 2;
durationTime = 4;
this.currentTime = videoStartTime;
}, false);
If current time is greater than start time plus duration, pauses the video.
video.addEventListener('timeupdate', function() {
if(this.currentTime > videoStartTime + durationTime){
this.pause();
}
});
If you are able to set start time and end time of video while setting the video url.
you can specify the start and end time in the url itself like
src="future technology_n.mp4#t=20,50"
it will play from 20th second to 50th second.
There are a lot of nuances to using the javascript solution proposed by Paul Sham. A much easier course of action is to use the Media Fragment URI Spec. It will allow you to specify a small segment of a larger audio or video file to play. To use it simply alter the source for the file you are streaming and add #t=start,end where start is the start time in seconds and end is the end time in seconds.
For example:
var start = document.getElementById('startInput').value;
var end = document.getElementById('endInput').value;
document.getElementById('videoPlayer').src = 'http://www.example.com/example.ogv#t='+start+','+end;
This will update the player to start the source video at the specified time and end at the specified time. Browser support for media fragments is also pretty good so it should work in any browser that supports HTML5.
Extend to michael hanon comments:
IE returns buffered.length = 0 and seekable.length = 0. Video doesn't play. So solution:
src="video.mp4#t=10,30"
will not works in IE. If you would like to support IE only way is to use javascript to seek video just after start from 0 second.

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