Pausing video if currentTime >= 2 - javascript

I'd like to pause a video when currentTime is >=2 but I have a problem.
When you click on white div, video changes and I want that video to pause at 2 sec. But as you can see on the fiddle, first video pauses at 2 seconds too and I don't want that. I want my eventhandler function to work only with the second video not the first one.
HTML
<video src="videos/loop.webm" id="video" width="100%" autoplay>
</video>
JS
//This code tracks currentTime
$("#video").on(
"timeupdate",
function(event){
onTrackedVideoFrame(this.currentTime);
});
});
function onTrackedVideoFrame(currentTime){
$("#current").text(currentTime);
}
video.addEventListener("timeupdate", function() {
if (this.currentTime >= 2.000 && this.currentTime <= 8.000) {
this.pause();
}
}, false);
//This code tracks currentTime
//this code changes video source
var videoSource = new Array();
videoSource[0]='videos/loop.webm';
videoSource[1]='videos/fullcut.webm';
var videoCount = videoSource.length;
function videoPlay(videoNum)
{
var video = document.getElementById('video');
video.setAttribute("src",videoSource[videoNum]);
video.load();
video.play();
}
//this code changes video source
Here's the fiddle : http://jsfiddle.net/fKfgp/22/
Thanks for reading!

One way would be to set the timeupdate listener to after you set the new source.
$("#video").on(
"timeupdate",
function(event){
onTrackedVideoFrame(this.currentTime);
});
function onTrackedVideoFrame(currentTime){
$("#current").text(currentTime);
}
var videoSource = new Array();
videoSource[0]='http://www.w3schools.com/html/mov_bbb.mp4';
videoSource[1]='http://www.tools4movies.com/trailers/1012/Kill%20Bill%20Vol.3.mp4';
var videoCount = videoSource.length;
function videoPlay(videoNum)
{
var video = document.getElementById('video');
video.setAttribute("src",videoSource[videoNum]);
video.load();
video.play();
video.addEventListener("timeupdate", function() {
if (this.currentTime >= 2.000 && this.currentTime <= 8.000){
this.pause();
}
}, false);
}

Related

html5 Video should start from a certain time and loop

I need to Loop the video from 50 to 60 seconds, then on click should loop normally from 0 to the end.
I have a functionality fully working from 0 to 10 seconds but I need it to work from 50 to 60.
Any API help please, I tried loadedmetadata but didn't work.
Would be nice to understand what I'm missing in here
Like this works, but Not if I put 50 to 60
if (this.currentTime >= 10) {
this.currentTime = 0; // change time index here
}
var video = document.getElementById('videoElm');
const playShort = function() {
if (this.currentTime >= 60) {
this.currentTime = 50; // change time index here
}
};
const playFull = function() {
if (this.currentTime >= 24) {
this.currentTime = 0; // change time index here
}
};
function playShortVideo() {
video.removeEventListener("timeupdate", playFull, false)
video.addEventListener("timeupdate", playShort, false);
video.addEventListener("loadedmetadata", playShort, false);
video.load();
video.play();
}
function playFullVideo() {
video.removeEventListener("timeupdate", playShort, false)
video.addEventListener("timeupdate", playFull, false);
video.load();
video.play();
}
//play short video by default
playShortVideo();
//CLICK events
var btnshort = $('.shortvideo');
var btnfull = $('.fullvideo');
btnshort.click(function() {
playShortVideo();
});
btnfull.click(function() {
playFullVideo();
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<video id="videoElm" autoplay muted controls loop>
<source src="http://clips.vorwaerts-gmbh.de/VfE_html5.mp4" type="video/webm">
</video>
</div>
<button class="shortvideo">play 2 secs only</a><br>
<button class="fullvideo">loop full video</button>

How to fade out current video and fade in new video onclick?

I want to be able to play a video when I click a button, then have a different video fade in while fading out the current video when clicking another button. This needs to be a dynamic transition with the user clicking randomly (ie, from 1 to 3 or vice versa). Here's my current code without any fading:
JS:
<script>
video = document.getElementById('video');
source = document.getElementById('source');
window.PlayVideo = function(srcVideo){
video.pause();
source.setAttribute('src', srcVideo);
video.load();
video.play();
}
</script>
HTML:
<a onclick="PlayVideo('fire.webm');"><button>Play Video 1</button></a>
<a onclick="PlayVideo('smoke.webm');"><button>Play Video 2</button></a>
<a onclick="PlayVideo('merged-rain.webm');"><button>Play Video 3</button></a>
<div id="xxxxxx">
<div>
<video id="video" width="520" height="360" loop muted controls><source id = "source"/></video>
</div>
</div>
Example link: http://nov-exl.dx.am/movie%20change.html
Any help would be appreciated, thanks.
How about something like this:
var video = document.getElementById('video');
var source = document.getElementById('source');
var timer = void 0;
window.PlayVideo = async function(srcVideo){
source.setAttribute('src', srcVideo);
fade('out');
try {
await video.pause();
await video.load();
await video.play();
fade('in');
} catch(err) {
console.log("Promise rejected");
}
}
function fade(opts){
if(typeof opacityTimer !== 'undefined') clearInterval(opacityTimer);
var opacity = opts === 'in' ? 0 : 1;
opacityTimer = setInterval(function() {
if ((opts === 'in' && opacity >= 1) ||(opts=== 'out' && opacity <=0) ){
clearInterval(timer);
}
opacity = opts === 'in' ? opacity+(opacity * 0.1 || 0.1) : opacity-(opacity * 0.1 || 0.1);
video.style.opacity = opacity;
video.style.filter = 'alpha(opacity=' + opacity * 100 + ")";
}, 25);
}

Multiple audio players but only first working

The problem is that when i have 2 or more players on html page i can only play music in the first player and the rest wont work.
my customized HTML5 audio player:
<audio id="music" preload="true">
<source src="music/interlude.mp3">
</audio>
<div id="wrapper">
<div id="audioplayer">
<button id="pButton" class="play"></button>
<div id="timeline">
<div id="playhead"></div>
</div>
</div>
</div>
and js for this:
document.addEventListener("DOMContentLoaded", function(event) {
var music = document.getElementById('music'); // id for audio element
var duration; // Duration of audio clip
var pButton = document.getElementById('pButton'); // play button
var playhead = document.getElementById('playhead'); // playhead
var timeline = document.getElementById('timeline'); // timeline
// timeline width adjusted for playhead
var timelineWidth = timeline.offsetWidth - playhead.offsetWidth;
// play button event listenter
pButton.addEventListener("click", play);
// timeupdate event listener
music.addEventListener("timeupdate", timeUpdate, false);
// makes timeline clickable
timeline.addEventListener("click", function(event) {
moveplayhead(event);
music.currentTime = duration * clickPercent(event);
}, false);
// returns click as decimal (.77) of the total timelineWidth
function clickPercent(event) {
return (event.clientX - getPosition(timeline)) / timelineWidth;
}
// makes playhead draggable
playhead.addEventListener('mousedown', mouseDown, false);
window.addEventListener('mouseup', mouseUp, false);
// Boolean value so that audio position is updated only when the playhead is released
var onplayhead = false;
// mouseDown EventListener
function mouseDown() {
onplayhead = true;
window.addEventListener('mousemove', moveplayhead, true);
music.removeEventListener('timeupdate', timeUpdate, false);
}
// mouseUp EventListener
// getting input from all mouse clicks
function mouseUp(event) {
if (onplayhead == true) {
moveplayhead(event);
window.removeEventListener('mousemove', moveplayhead, true);
// change current time
music.currentTime = duration * clickPercent(event);
music.addEventListener('timeupdate', timeUpdate, false);
}
onplayhead = false;
}
// mousemove EventListener
// Moves playhead as user drags
function moveplayhead(event) {
var newMargLeft = event.clientX - getPosition(timeline);
if (newMargLeft >= 0 && newMargLeft <= timelineWidth) {
playhead.style.marginLeft = newMargLeft + "px";
}
if (newMargLeft < 0) {
playhead.style.marginLeft = "0px";
}
if (newMargLeft > timelineWidth) {
playhead.style.marginLeft = timelineWidth + "px";
}
}
// timeUpdate
// Synchronizes playhead position with current point in audio
function timeUpdate() {
var playPercent = timelineWidth * (music.currentTime / duration);
playhead.style.marginLeft = playPercent + "px";
if (music.currentTime == duration) {
pButton.className = "";
pButton.className = "play";
}
}
//Play and Pause
function play() {
// start music
if (music.paused) {
music.play();
// remove play, add pause
pButton.className = "";
pButton.className = "pause";
} else { // pause music
music.pause();
// remove pause, add play
pButton.className = "";
pButton.className = "play";
}
}
// Gets audio file duration
music.addEventListener("canplaythrough", function() {
duration = music.duration;
}, false);
// getPosition
// Returns elements left position relative to top-left of viewport
function getPosition(el) {
return el.getBoundingClientRect().left;
}
/* DOMContentLoaded*/
});
i belive the problem is somewhere in the js code but i cant figure out where.
i took the code form here
I notice that you're using a lot of IDs. When the "first of something" works on a page, usually it's IDs that are causing the issue.
Change all of your IDs for your <audio> players to class attributes. You will also need to update your JavaScript as well, from something like this:
var music = document.getElementById('music');
music.addEventListener(...
To something more like this:
var music = document.querySelectorAll(".music"); // class="music"
for (var i = 0; i < music.length; i++) {
music[i].addEventListener(...
You should find that this will work for you.

How to make HTML5 video fade in when it has finished loading?

I'm trying to have my HTML5 video element fade in when it loads, (I'm currently having it appear using Javascript canplaythrough as you can see in the code you see below, but it's a little harsh.) How can I get the HTML5 video element to fade in gently? I'm OK with JavaScript or jquery, but I don't know either one very well, so some complete code would be very helpful!
Here's the code: (if you run the code with the Run Code Snippet, it doesn't work well, so I highly suggest to go to my website, it's on is my video page here and works if you wait a 30 seconds/minute (until the video loads): jeffarries.com/videos.
<script>
var e = document.getElementById("myVideo");
e.style.display = 'none'
var vid = document.getElementById("myVideo");
vid.oncanplaythrough = function() {
var e = document.getElementById("myVideo");
e.style.display = 'block'
};
</script>
<video style="display: block;" id="myVideo" width="320" height="176" controls>
<source src="http://www.jeffarries.com/videos/jeff_arries_productions_intro.mp4" type="video/mp4">
Your browser does not support HTML5 video.
</video>
Thanks for you time and effort!
Here's how to fade in the video with javascript
var e = document.getElementById("myVideo");
e.style.opacity = 0;
var vid = document.getElementById("myVideo");
vid.oncanplaythrough = function() {
setTimeout(function() {
var e = document.getElementById('myVideo');
fade(e);
}, 5000);
};
function fade(element) {
var op = 0;
var timer = setInterval(function() {
if (op >= 1) clearInterval(timer);
element.style.opacity = op;
element.style.filter = 'alpha(opacity=' + op * 100 + ")";
op += op * 0.1 || 0.1;
}, 50);
}
FIDDLE

html5 video: play/pause custom button issue

I am using an HTML5 Video on my website, with certain other codes that basically makes usability more customized.
The video is intended to play when in view and pause when not in view. Additionally it also has a play and pause button that comes into view when the mouse hovers on the video.
At the end of the video it turns into an image because by default the html5 video would just turn to blank.
The problem is that the image turns up in the end, but the play/pause continue to appear on hover and function as play pause but only audio. You cannot see the video.
I originally wanted it to just show the picture. But would prefer to have the play pause turn into a restart button if the video ends.
I tried looking for something that would fit my existing setup, but I am not sure how to make it happen and which of these codes would I play with.
Here is a link for the site
http://minhasdistillery.com/blumersmoonshine/
<section id="feature">
<div id="trail">
<div id="videocontrol">
<a id="play-pause" class="play"><img src="images/pause.png"/></a>
</div>
<video id="video_background" preload="auto" volume="5"><!--or turn on loop="loop"-->
<source src="videos/video.webm" type="video/webm">
<source src="videos/video.mp4" type="video/mp4">
<source src="videos/video.ogv" type="video/ogg ogv">
</video>
<img id="image_background" src="images/blumer.jpg" width="100%" height="100%" />
</div><!--trail-->
</section><!--feature-->
Javascript that brings up play/pause button
<script>
window.onload = function() {
var video = document.getElementById("video_background");
var playButton = document.getElementById("play-pause");
playButton.addEventListener("click", function() {
if (video.paused == true) {
video.play();
playButton.innerHTML = "<img src='images/pause.png'/>";
} else {
video.pause();
playButton.innerHTML = "<img src='images/play.png'/>";
}
});
}
</script>
The code sets the video to play on when visible and pause otherwise
<script>
//play when video is visible
var videos = document.getElementsByTagName("video"), fraction = 0.8;
function checkScroll() {
for(var i = 0; i < videos.length; i++) {
var video = videos[i];
var x = 0,
y = 0,
w = video.offsetWidth,
h = video.offsetHeight,
r, //right
b, //bottom
visibleX, visibleY, visible,
parent;
parent = video;
while (parent && parent !== document.body) {
x += parent.offsetLeft;
y += parent.offsetTop;
parent = parent.offsetParent;
}
r = x + w;
b = y + h;
visibleX = Math.max(0, Math.min(w, window.pageXOffset + window.innerWidth - x, r - window.pageXOffset));
visibleY = Math.max(0, Math.min(h, window.pageYOffset + window.innerHeight - y, b - window.pageYOffset));
visible = visibleX * visibleY / (w * h);
if (visible > fraction) {
video.play();
} else {
video.pause();
}
}
}
window.addEventListener('scroll', checkScroll, false);
window.addEventListener('resize', checkScroll, false);
//check at least once so you don't have to wait for scrolling for the video to start
window.addEventListener('load', checkScroll, false);
checkScroll();
</script>
This one adds the photo in the end.
<script>
var video = document.getElementById('video_background');
var wrapper = document.getElementById('wrapper');
var image = document.getElementById('image_background');
video.addEventListener('ended', function() {
video.style.display = 'none';
image.style.display = 'inline';
}, false);
</script>
A JSBin of the same issue is here
JSBin For Issue
as you will see at the end of the video it will continue to show pause and play and will only play audio.
How do I get it to read that the video ended and switch the button to "replay"
Initially video display style is block and image display style is none.
Video ended event handler sets video display to none and image display to inline.
You can check video display style in button click event handler and toggle it:
playButton.addEventListener(
'click',
function(event) {
if (video.style.display === 'none') {
image.style.display = 'none';
video.style.display = 'block';
}
...
},
false
);
As an alternative add boolean flag which is intially set to false, on video ended event set it to true:
var needReplay = false;
video.addEventListener(
'ended',
function() {
...
needReplay = true;
},
false
);
playButton.addEventListener(
'click',
function(event) {
if (needReplay) {
image.style.display = 'none';
video.style.display = 'block';
needReplay = false;
}
...
},
false
);
Demo

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