function for a video HTML5 - javascript

How could make him appearing alert on the 5th second of a video HTML5 excluding the buffer loading time? I tried with currentTime but I can not display anything ...
<video id="video1"><source src="url" type="video/mp4" /></video>
Thank you very much in advance

I think that using a setInterval or setTimeout is a bad idea because user can, for example, pause the video, or if the video is buffering, ... so it's not a accurate manner to do what you are looking for.
Instead of that, you can use the timeupdate event to verify the currentTime of your video, like this :
$(function(){
var video = $('#video1')[0], current_time = 0, alert_showed = false;
video.addEventListener('timeupdate', function(){
current_time = Math.floor(video.currentTime);
if(current_time == 5 && !alert_showed){
alert_showed = true;
alert('text here : ' + current_time);
}
})
})
You can see a working example of this code here.
Hope that can help.

Related

How can I get current time of autoplayed html5 mp4 video in javascript and then stop it when time reaches for lets say 5 seconds?

So, I need to autoplay couple of videos with same class on page load. That is fine.
Then, when videos starts playing, when they reach for 1 second, I need them to stop automatically. The other part is what I need.
<video playsinline muted loop class="video">
<source src="video-source">
</video>
let videos = document.querySelectorAll('.video');
window.addEventListener('DOMContentLoaded', () => {
videos.forEach(el => {
el.play();
});
});
I have tried doing something like this, get currentTime and then make an IF statement but no luck. It always console loggs 0.
function myFunction() {
videos.forEach(el => {
console.log(el.currentTime);
if(el.currentTime = 5) {
el.pause();
}
});
}
Thanks!
The issue you will have with your current attempt is that it only runs once, you need to have a way of checking your logic at intervals so that you can continuously check the time lapsed.
You could potentially look at using the timeupdate video event, this runs repeatedly whilst a video is playing.

HTML 5 Video becomes corrupted when setting currentTime

After the video ends i want it to be played again, but this time from a different start time. I have added a video ended event handler :
video.addEventListener('ended', handleVideoEnd);
And my handleVideoEnd looks like this:
function handleVideoEnd(e) {
if (currentVideo.loop) {
var video = document.getElementById('video');
video.currentTime = 1;
video.play();
}
}
Unfortunately when i use that code my video becomes corrupted for a couple of seconds resulting in that effect: http://screenshot.sh/m1UaF580NNx8B
This problem, however does not appear if i set the currentTime to 0.
I'm using webm video and testing it in chrome currently. Did anyone have a similar issue when seeking a video part?

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

How to get time duration of video in html5 video player..?

Hi I'am using a html5 video player i want to get a time duration of each video in my playlist array.
Below is the code i'am using but it shows the NaN in console.
Please Help Me...Thank's for all in advanced.
$.each(self._playlist.videos_array, function(key ) {
if(1) {
self.dummy_video = $("<video />");
console.log(self._playlist.videos_array[key].Levels[0].mp4);
self.dummy_video.attr('src', self._playlist.videos_array[key].Levels[0].mp4);
//self.dummy_video.load();
//self.dummy_video[0].play();
//self.dummy_video[0].pause();
var video = self.dummy_video.get(0);
console.log(video.duration);
}
});
There are two ways of fixing this:
Using setInterval: Problem retrieving HTML5 video duration
Using events: current/duration time of html5 video?
From W3C#mediaevents:
The event loadedmetadata's description:
The user agent has just determined the duration and dimensions of the media resource and the text tracks are ready.
You can listen to that event, and until then, the duration of the video is NaN.
Demo below:
$(function() {
var video = $("<video>");
video[0].addEventListener("loadedmetadata", function() {
// Here you will get a valid duration now.
console.log("Video duration now: " + video[0].duration);
});
video.attr("controls", "controls").attr("src", "https://avvimeo-a.akamaihd.net/68093/485/101309641.mp4?token2=1436525964_a8966f84e4a514fdb7a406a9ee6f1e30&aksessionid=6475e4121b60d4cf");
video.appendTo($("#playblock"));
// Here's the position of your console.log, it'll put NaN here.
console.log("Video duration now: " + video[0].duration);
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.11.0/jquery.min.js"></script>
<div id="playblock"></div>

How to tell if a <video> element is currently playing?

I see that the MediaElement interface exposes attributes like paused, seeking, and ended. Missing from the list, however, is playing.
I know there are playing events that fire when an element starts playing, and timeupdate events events periodically while playing, but I'm looking for a way to determine whether a video is playing right now. Is there an easy way to determine this?
The closest I've got is:
!(video.paused || video.ended || video.seeking || video.readyState < video.HAVE_FUTURE_DATA)
There is not a specific attribute that will reveal whether a MediaElement is currently playing. However, you can deduce this from the state of the other attributes. If:
currentTime is greater than zero, and
paused is false, and
ended is false
then the element is currently playing.
You may also need to check readyState to see if the media stopped due to errors. Maybe something like that:
const isVideoPlaying = video => !!(video.currentTime > 0 && !video.paused && !video.ended && video.readyState > 2);
It has been a long time but here is a great tip. You can define .playing as a custom property for all media elements and access it when needed. Here is how:
Object.defineProperty(HTMLMediaElement.prototype, 'playing', {
get: function(){
return !!(this.currentTime > 0 && !this.paused && !this.ended && this.readyState > 2);
}
})
Now you can use it on <video> or <audio> elements like this:
if(document.querySelector('video').playing){ // checks if element is playing right now
// Do anything you want to
}
var video = $('selector').children('video');
var videoElement = video.get(0);
if (!videoElement.paused) {}
One way of doing it using Jquery
See my response here: HTML5 video tag, javascript to detect playing status?
Basicaly, as said before there is no single property to check but according to the spec it's a combination of conditions.
I was facing the same problem. Solution is very simple and straight forward:
// if video status is changed to "ended", then change control button to "Play Again"
video.onended = function() {
$("#play_control_button").text("Play Again");
};
// if video status is changed to "paused", then change control button to "Continue Play"
video.onpause = function() {
$("#play_control_button").text("Continue Play");
};
// if video status is changed to "playing", then change control button to "Stop"
video.onplaying = function() {
$("#play_control_button").text("Stop");
};
var vid = document.getElementById("myVideo");
vid.onplaying = function() {
alert("The video is now playing");};
you can use this see this
you could check for the readyState if its equal or greater than HAVE_FUTURE_DATA and paused is false. This could confirm that video is playing.
As its explained in https://html.spec.whatwg.org/ playing event will be fired when:
"readyState is newly equal to or greater than HAVE_FUTURE_DATA and paused is false, or paused is newly false and readyState is equal to or greater than HAVE_FUTURE_DATA"

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