So I've gone through multiple questions on here and can't seem to work out a way to achieve my goal.
I have a page with multiple 'video' tags. Now I want them to play once they are visible.
I've referenced this question: HTML5 and Javascript to play videos only when visible as a main basis.
I'm currently using this code:
$(window).on('scroll', function() {
$('video').each(function() {
if ($(this).visible(true)) {
$(this)[0].play();
}
})
});
Which works though the videos replay every time I scroll even in the slightest. If I add an unbind to the function, then only the first video works.
Also, if I do something along the lines of this:
var played = false;
$(window).on('scroll', function() {
$('video').each(function() {
if ($(this).visible(true) && played == false) {
$(this)[0].play();
}
played = true;
})
});
The second, third etc videos do not play either.
I'm wondering if there's a way to grab all video tags and play them only once and only when they become visible on the screen.
I have a lecture on YouTube that I would like to use as the header movie for my twentyseventeen child themed website. I would like it with sound and without autoplay (As viewed on YouTube, the video has sound intact).
Following another question about autoplay, I set a video URL of https://www.youtube.com/watch?v=1dYAYBNU6qM&autoplay=0. The behavior does not appear to have changed. It starts immediately, but sound is muted.
How, with twentyseventeen, do I have an option of a media file that starts paused, and begins to play, with sound, if the user hits the 'Play' button?
You can use global object wp for get access to youtube player functions. Youtube video in twentyseventeen theme loads wp-custom-header.js file and creating new object in 384 line.
Here is some solution you can use:
var ww_timer = setTimeout(function ww_video() {
if(wp.customHeader.handlers.youtube.player == null){
ww_timer = setTimeout(ww_video, 50);
}else {
if(typeof wp.customHeader.handlers.youtube.player.unMute === "function") {
wp.customHeader.handlers.youtube.player.unMute();
wp.customHeader.handlers.youtube.player.stopVideo();
}else{
ww_timer = setTimeout(ww_video, 50);
}
}
}, 50);
This code goes to my_js.js file( I created it in the main directory of active child theme. You can add this code to another .js, if you have it ) of your active child theme. Also, we need to update functions.php file using this code:
function ww_youtube_functions(){
wp_enqueue_script('ww_youtube_video',get_stylesheet_directory_uri().'/my_js.js',array('wp-custom-header'),false, true);
}
add_action('wp_enqueue_scripts', 'ww_youtube_functions');
Required part of this code is array('wp-custom-header'): enqueue script with dependence with script wp-custom-header.
setTimeout is not best way. I believe, that it can be done with more elegant code.
But its tested and working.
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 can't seem to listen for onended on a video on iPad(Safari)...I want to remove a class that I was able to add when the play button was pressed, but I can't seem to track down when the video ends (works well every where else including iphone, just need it for iPad/Safari)
link here: http://www.artandseek.net/meyerson/tour/
code snippet here
$(".playBtn").click(function(){
var thisVideo = $(this).prevAll(".img-wrap").children(".togglePlay").get(0);
thisVideo.onended = function(e) {
$(this).fadeOut().parent(".img-wrap").removeClass("playing");
$(this).parent().next("h2").fadeIn();
classie.remove( thisVideo, 'tabletActive');
}; ...
I was able to find the answer here:
Bind Play/Pause/Ended functions to HTML5 video using jQuery
using this:$(thisVideo).bind('ended', function () {
console.log('working');
});
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()