Loop is not working properly - javascript

I have create a javascript to change the audio after the audio ended.
var songlist = new Array("a.mp3", "b.mp3", "c.mp3", "d.mp3", "e.mp3", "f.mp3");
var dir = "music/";
var curr_track = 0;
var isfirstrun;
function start()
{
if(curr_track == songlist.length)
curr_track = 0;
var track = document.getElementById('track');
track.innerHTML = curr_track;
var audio = document.getElementById('audio');
isfirstrun = true;
audio.src = dir+songlist[curr_track];
audio.load();
audio.play();
if(isfirstrun == true)
{
audio.addEventListener('ended', function(){ curr_track++; start();}, false);
isfirstrun = false;
}
}
And inside the HTML,
<body onload="start();">
The track used in the code is to show what is the current track number, and I found out that the output is
0 then 1 then 3 then 7
Hence, it is missing c.mp3, e.mp3 and f.mp3 from the songlist.
How can I solve the problem of the looping?

Every time the song ends, you are adding another event handler. This is why you see +1, +2, +4 etc. because the number of event handlers doubles each time around.
This is the main reason why I prefer to use audio.onended = function() {curr_track++; start();};
But anyway, to fix this all you have to do is have an "isfirstrun" variable, starting at true, then only add the event listener if it is true and set it to false.

Related

Local video will not loop in Firefox, but works in Chrome (Javascript)

So it switches the initial rain video file for a different one, but the new one doesn't even reach the length of the video before it gets stuck. Same thing with different files. The initial file works just fine, and it's 10x the size. Very confused. p2 is a text box and no, I don't know why I called it that. Works just fine in Chrome but not Firefox.
function phase2(){
rain.src = "BloodRain2.0.mp4"
rain.play()
rain.loop = true;
p2.style.display = "initial";
p2.value = "Oh no...";
phase2_tr = true; //trigger to reference phase 2 later on
phase_def = 1.3; //update stats for phase 2
phase_mdef = 1.2;
setTimeout(() =>{
p2.style.display = "none";
document.getElementById("boss_img").src = "AKUMU2.0.jpeg";
phase1_theme.pause();
const phase2_theme = new Audio('phase2OST.mp3')
phase2_theme.play();
phase2_theme.loop = true;
roar.play();
roar.loop = false;
document.getElementById("boss_name").innerHTML = "Akumu, Origin of the Nightmare";
ostbox.value = "Now playing: \n Bloodborne OST: The Hunter - Phase 2";
}, 4000);
setTimeout(()=>{
const xtraThunder = new Audio("xtrathunder.mp3")
xtraThunder.play();
xtraThunder.loop = true;
}, 5000);
}
The intial file is right up top like so:
var rain = document.getElementById("rainbg")
rain.loop = true;
What about removing the element like so
var rain = document.getElementById("rainbg");
document.removeChild(rain);
Then try your code again.

JS - play different sound after each click

I have a single link and I want the link to play different sounds each time it is clicked. When I click the link it plays both sounds at the same time but I want one sound at a time
var bleep = new Audio('hello.mp3') ;
bleep.src = "hello.mp3" ;
var bleep2 = new Audio('goodbye.mp3') ;
bleep2.src = "goodbye.mp3";
Home
You should make a function out of it that checks which sound was clicked last time. Also, you neither need to set the .src property or pass a string to the play method.
JS:
var bleep = new Audio('hello.mp3');
var bleep2 = new Audio('goodbye.mp3');
var playFirst = true;
function playSound() {
if (playFirst) {
bleep.play();
} else {
bleep2.play();
}
playFirst = !playFirst;
}
HTML:
Home
Instead of attaching the event listener inline as onclick, attach it with JS using addEventListener. This allows you to pick which audio clip to play:
var helloSound = new Audio('hello.mp3');
helloSound.src = "hello.mp3";
var goodbyeSound = new Audio('goodbye.mp3');
goodbyeSound.src = "goodbye.mp3";
var homeLink = document.getElementById('home-link');
homeLink.addEventListener('click', function () {
if (/* condition to play hello */) {
helloSound.play();
} else {
goodbyeSound.play();
}
});
Markup:
Home

audio auto play next song when previous is finished

I want to create an audio background player where user can only click on image to play or stop the playback. I have trouble creating or rewirting existing codes to make a playlist for it, that automatically plays next song when previous is finished. I want to do it in vanilla js.
Here is what I have so far:
https://jsfiddle.net/rockarou/ad8Lkkrj/
var imageTracker = 'playImage';
swapImage = function() {
var image = document.getElementById('swapImage');
if (imageTracker == 'playImage') {
image.src = 'http://findicons.com/files/icons/129/soft_scraps/256/button_pause_01.png';
imageTracker = 'stopImage';
} else {
image.src = 'http://findicons.com/files/icons/129/soft_scraps/256/button_play_01.png';
imageTracker = 'playImage';
}
};
var musicTracker = 'noMusic';
audioStatus = function() {
var music = document.getElementById('natureSounds');
if (musicTracker == 'noMusic') {
music.play();
musicTracker = 'playMusic';
} else {
music.pause();
musicTracker = 'noMusic';
}
};
here is the trick to trigger next song:
music.addEventListener('ended',function(){
//play next song
});
How to play another song on same audio tag:
music.pause();
music.src = "new url";
music.load();
music.play();
Now here is a cool example of a playlist in html5, you can load each song at the time, case some clients (mobile) will not be happy when you consume the traffic, in next example all audios are loaded at same time to have a smooth transition from song to song,
loading the songs:
//playing flag
var musicTracker = 'noMusic';
//playlist audios
var audios = [];
$(".song").each(function(){
var load = new Audio($(this).attr("url"));
load.load();
load.addEventListener('ended',function(){
forward();
});
audios.push(load);
});
//active track
var activeTrack = 0;
Highlighting witch song is playing, with a bit of jquery, yeah, case yeah I'm lazy, lazy:
var showPlaying = function()
{
var src = audios[activeTrack].src;
$(".song").removeClass("playing");
$("div[url='" + src + "']").addClass("playing");
};
Fiddle here
Note: If the sound's doesn't play, manually check if audio url's are accessible
[Here a non vanilla solution.] My playlist consists of four songs, they are named 0.mp3, 1.mp3, 2.mp3 and 3.mp3.
<html>
<head><script src="https://ajax.googleapis.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script></head>
<body>
<audio id="player" autoplay controls><source src="0.mp3" type="audio/mp3"></audio>
</body>
<script>
var x = 0;
var music = document.getElementById("player");
$("#player").bind("ended", function(){
x=x+1;
music.src = x%4 + ".mp3";
music.load();
music.play();
});
</script>
</html>
The playlist is repeated indefinetely.
Vanilla Javascript variant:
const audioArray = document.getElementsByClassName('songs'); //Get a list of all songs
let i = 0; //Initiate current Index
const player = document.getElementById('player'); //get the player
player.src = audioArray[i].getAttribute('data-url'); //set first Song to play
player.addEventListener('ended',function(){ //when a song finished playing
i++; //increase index
if (i < audioArray.length) { //If current index is smaller than count of songs
player.src = audioArray[i].getAttribute('data-url'); //set next song
return; // stop further processing of this function for now
}
// current index is greater than count of songs
i = 0; // therefore we reset the current index to the first available song
player.src = audioArray[i].getAttribute('data-url'); // and set it to be played
});
In this example you don't set an initial src for the audioplayers source-tag but instead have a list of class 'song'-items with an data-url attribute containing the url/path to the tracks.
I added comments to learn what and why this code is doing what it does.
Of course it could be better but it's a quick throwup of code ;)

How to seek with AudioContext

I would like to create buttons that will play next/prev song on click, but they should seek the music on long press.
I did manage to change songs, but I couldn't find the seek methods. Also how to make it play from beginning?
And is there a way to determine how much have passed since the beginning of the song? I found that buffer have duration, but no sing of actual play time.
At init:
context = new (window.AudioContext || window.webkitAudioContext)()
To play song:
var buffer = song.buffer
var source = context.createBufferSource()
source.buffer = song.buffer
source.connect(analysers.main)
source.start(0, offset || 0)
Guess, you should use AudioBufferNode (it has ability to do seek) - https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start
Also, this wrapper might be usefull - https://github.com/eipark/buffaudio
Use taphold API to acheive the long press Event.
$(function(){
$( "your element" ).bind( "taphold", tapholdHandler );
function tapholdHandler( event ){
/*write your code here for seek forward */
}
});
Use JQuery Timer
var mousedowntime;
var presstime;
$("button[id$='" + buttonID + "']").mousedown(function() {
var d = new Date();
mousedowntime = d.getTime();
});
$("button[id$='" + buttonID + "']").mouseup(function() {
var d = new Date();
presstime = d.getTime() - mousedowntime;
if (presstime > 999/*You can decide the time*/) {
//Do_Action_Long_Press_Event();
}
else {
//Do_Action_Click_Event();
}
});
To Play from Beginning
function beginAudio(){
audio.trigger('pause');
audio.prop("currentTime",audio.prop("currentTime")-audio.prop("currentTime"));
audio.trigger('play');
}
or set current time to zero and then play.
For Forward and Backward use this
audio.prop("currentTime",audio.prop("currentTime")-5);// 5 secs backward
audio.prop("currentTime",audio.prop("currentTime")+5);// 5 secs forward

How to stop a javascript function from within another function?

I'm developing a simple slideshow system.
I've got the slideshow wrapped in a hidden div, which is shown when a thumbnail from the gallery is clicked.
The slideshow works through a function called commence(), which is executed when the play button is clicked.
At the moment I've got it set to hide to whole div again when stop is clicked, but I would like to keep the div shown, simply stop the slideshow, in other words, stop the commence() function.
Can anyone tell me how to do this?
Here is my JS:
function commence() {
hidden = document.getElementById("hidden");
hidden.style.display = 'block';
pause = document.getElementById("pause");
pause.style.display = 'block';
play = document.getElementById("play");
play.style.display = 'none';
pic = document.getElementById("picbox"); // Assign var pic to the html element.
imgs = []; // Assign images as values and indexes to imgs array.
/* --------------------------- IMAGE URLS FOR IMGS ARRAY -------------------------*/
imgs[0] = "/snakelane/assets/images/thumb/_1.jpg"; imgs[10] = "/snakelane/assets/images/thumb/_19.jpg";
imgs[1] = "/snakelane/assets/images/thumb/_2.jpg"; imgs[11] = "/snakelane/assets/images/thumb/_20.jpg";
imgs[2] = "/snakelane/assets/images/thumb/_3.jpg"; imgs[12] = "/snakelane/assets/images/thumb/_21.jpg";
imgs[3] = "/snakelane/assets/images/thumb/_4.jpg"; imgs[13] = "/snakelane/assets/images/thumb/_22.jpg";
imgs[4] = "/snakelane/assets/images/thumb/_5.jpg"; imgs[14] = "/snakelane/assets/images/thumb/_23.jpg";
imgs[5] = "/snakelane/assets/images/thumb/_6.jpg"; imgs[15] = "/snakelane/assets/images/thumb/_24.jpg";
imgs[6] = "/snakelane/assets/images/thumb/_7.jpg"; imgs[16] = "/snakelane/assets/images/thumb/_25.jpg";
imgs[7] = "/snakelane/assets/images/thumb/_8.jpg"; imgs[17] = "/snakelane/assets/images/thumb/_26.jpg";
imgs[8] = "/snakelane/assets/images/thumb/_9.jpg"; imgs[18] = "/snakelane/assets/images/thumb/_27.jpg";
imgs[9] = "/snakelane/assets/images/thumb/_10.jpg"; imgs[19] = "/snakelane/assets/images/thumb/_28.jpg";
/* -----------------------------------------------------------------------------------------------------*/
var preload = []; // New array to hold the 'new' images.
for(i = 0 ; i < imgs.length; i++) // Loop through imgs array
{
preload[i] = new Image(); // Loop preload array and declare current index as a new image object.
preload[i].src = imgs[i]; // Fill preload array with the images being looped from ims array.
}
i = 0; // Reset counter to 0.
rotate(); // Execute rotate function to create slideshow effect.
}
// Function to perform change between pictures.
function rotate() {
pic.src = imgs[i]; // Change html element source to looping images
(i === (imgs.length -1))?(i=0) : (i++); // counter equals imgs array length -1.
setTimeout( rotate, 4000); // Sets the time between picture changes. (5000 milliseconds).
}
function init() {
[].forEach.call(document.querySelectorAll('.pic'), function(el) {
el.addEventListener('click', changeSource);
});
function changeSource() {
hidden = document.getElementById("hidden");
hidden.style.display = 'block';
newpic = this.src;
var pic = document.getElementById("picbox");
pic.src = newpic;
}
}
document.addEventListener("DOMContentLoaded", init, false);
function stopSlide() {
var hidden = document.getElementById("hidden");
hidden.style.visibility = 'hidden';
pause.style.display = 'none';
var play = document.getElementById("play");
play.style.display = 'block';
}
The pause and play statements are not relevant to my question, they simply hide the play button and show the pause button if the slideshow is running, and vice versa.
It looks to me like you actually want to stop the rotate() function, rather then commence, since rotate is what is actually changing the images (ie running the slideshow).
There are two ways. The first, like thriqon posted, is to use the clearTimeout function. However I'd recommend doing it like this:
// somewhere in global space
var rotateTimeout;
// in commence
rotateTimeout = window.setInterval(rotate,4000); // this will tell the browser to call rotate every 4 seconds, saving the ID of the interval into rotateTimeout
// in stopSlide
window.clearInterval(rotateTimeout); // this will tell the browser to clear, or stop running, the interval.
The second, which is a bit messier, is to use a sentinel.
// somewhere in global space
var running;
// in commence
running = true;
rotate();
// in stopSlide
running = false;
// in rotate
if (running) {
setTimeout(rotate,4000);
}
You want to use window.clearTimeout using the id you get by call window.setTimeout.
But you should also consider switching to window.setInterval, which gives you an function call every 4 seconds (and not 4 seconds after the last call), the not-needing of repeated calls to re-set the timeout and a better handling of missed events.
See this jsFiddle: http://jsfiddle.net/D3kMG/ for an example on how to use these functions for a simple counter.
As mentioned by #thriqon you will want to use window.clearTimeout. To do this you need to save a "global" reference to the id returned by window.setTimeout, as follows:
var timeoutID;
//... function declarations
function rotate() {
//...
timeoutID = setTimeout( rotate, 4000);
}
Then in your stopSlide function you'll simply call clearTimout( timeoutID ) to stop the rotation.

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