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>
Problem
I have a click handler that is meant to remove the class of .fa-pause then add a class of .fa-play if the audio is paused (and vice-versa). However, it doesn't do this until the second time I click the play button.
scripts.js
var audio = document.getElementById("painter");
$(".audio__play").click(function(){
if (audio.paused == true) {
$(this).removeClass("fa-pause");
$(this).addClass("fa-play");
audio.play();
} else {
$(this).removeClass("fa-play");
$(this).addClass("fa-pause");
audio.pause();
}
});
I am just guessing this. You may be mixing up the icon you want to use with the audio playing state.
For example, when audio.paused === true you are playing the audio with audio.play(). Shouldn't your button icon change to a pause icon at this point? If yes, then you should be removing fa-play and adding fa-pause and vice-versa when you pause the audio.
Does this work for you?
var audio = document.getElementById("painter");
$(".audio__play").click(function(){
if (audio.paused == true) {
// Audio is going to play so we set the
// pause icon on the button.
$(this).removeClass("fa-play");
.addClass("fa-pause");
audio.play();
} else {
// Audio is going to pause so we set the
// play icon on the button.
$(this).removeClass("fa-pause");
.addClass("fa-play");
audio.pause();
}
});
Here's a really simplistic working version of what you're trying to do. http://jsfiddle.net/W4Km8/7234/
I think your problem is that you are selecting something by class ".audio__play", then changing the class on it. That seems a little fishy to me. I changed the selector to an ID selector "#audio__play" in my example.
If you can't get it working, you need to post more code from your page.
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
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 trying to use jQuery to control an HTML5 audio element, but I'm no genius with JS.
What I want is for the player to start on page load, which I've done, but when the play button is clicked, I want to check whether or not the audio is playing.
If it's playing when clicked: Stop the audio.
If it's not playing when clicked: Play the audio.
If you could help, it'd be much appreciated.
Source here: http://www.julake.co.uk/media/loader.php?page=contact
Many thanks,
you should use a single play/pause toggle button in which you need to check if your audio is paused or not
var audioplayer = document.getElementById("audio-player");
$("#play-bt").click(function(){
if (audioplayer.paused) {
audioplayer.play();
}
else {
audioplayer.pause();
}
$(this).toggleClass('pause'); /* style your toggle button according to
the current state */
})
var audio = new Audio("http://www.w3schools.com/html5/song.ogg"); //or you can get it with getelementbyid
audio.addEventListener('canplay', function() {
//code, when audio can play
audio.play(); //this function will start the music
})
with audio.play() function you can start it. You don't need JQuery
If you wish to use a jquery selector or have a jquery selector already, you can add [0] to get the native dom element.
So an example that actually uses jquery would be.
$('audio')[0].pause()