I included a videos with html5, and I have a menu that change the video.
The menu runs well in Firefox, Opera and Chrome but not in Safari.
I have this html code:
<div id="tele">
<video id="v" width="254" height="204">
<source id="ogg" src="/media/joies.ogv" type="video/ogg" />
<source id="mp4" src="/media/joies.mp4" type="video/mp4" />
<source id="webm" src="/media/joies.webm" type="video/webm" />
<object id="flash" type="application/x-shockwave-flash"
data="player.swf?file=joies.mp4">
<param id="flash2" name="movie" value="player.swf?file=joies.mp4" />
</object> </video>
</div>
<li><a href="#" class="activo"
onClick="changeVideo('/media/joies.ogv','/media/joies.mp4','/media/joies.webm','player.swf?file=joies.mp4','player.swf?file=joies.mp4')">1</a>
And this Javascript:
function changeVideo(v,x,w,y,z) {
document.getElementById("ogg").src=v;
document.getElementById("mp4").src=x;
document.getElementById("flash").data=y;
document.getElementById("flash2").value=z;
document.getElementById("webm").src=w;
var video = document.getElementById('v');
video.load();
video.play();
}
To visit the web: http://81.35.152.41:8888/index.php/ca/static/zapping#
Why the menu to change video not runs in Safari?
Thanks
Regards
put the mp4-node on top of the others, then it might work.
if that does not work, remove the source-nodes completely and use the src attribute of the video-node. Then add a check for compatible codecs to changeVideo() --> video.canPlayType("video/mp4") (for each type, best in a loop)
in IE9 that fixed problems for me. tested Safari later so dunno if it has the same problem.
I use this function for source-testing:
var VIDEO = document.getElementById("myVideo");
function listSource(source,sources) {
var type,
ext = source.split('.').pop();
switch(ext) {
case "mp4":
case "m4v":
ext = "mp4";
type = "video/mp4";
break;
case "webm":
type = "video/webm";
break;
case "ogv":
type = "video/ogg";
break;
default:
console.log('invalid file extension: '+source);
return sources;
}
if( !VIDEO.canPlayType(type) ) {
return sources; // only add video to list if the current browser can actually play it
}
sources.push({ src: source, type: type });
return sources;
}
var sources_ok = [];
var sources = ["http://domain.com/test.mp4", "http://domain.com/test.webm", "http://domain.com/test.ogv"]; // example
for(var i=0,maxi=sources.length;i<maxi;i++) {
sources_ok = listSource(sources[i],sources_ok);
}
If you change a video's source after it has already loaded, safari will not load the video. You must Clone the video, delete the original and append the cloned container in its place.
Related
I have a script that loads the sources for a video that works great in Chrome, FF and Safari. In IE however, the source is "Aborted" in the networks tab. Here is my code:
<div id="video_wrapper">
<video muted controls="false" autoplay poster="/videos/home.jpg" preload="none" loop id="bg_video">
<img src="/videos/home.jpg" alt="Your browser does not support HTML5 video.">
</video>
documentObj.on('ready', function() {
insertVideo();
});
function insertVideo() {
if (windowObj.width() > 767) {
setTimeout(function() {
var video = $("video")[0];
insertSource("/videos/home.webm", 'video/webm');
insertSource("/videos/home.mp4", "video/mp4");
video.play();
}, 50);
} else {
$("video").remove();
}
}
function insertSource(src, type) {
var source = document.createElement('source');
source.src = src;
source.type = type;
$("#bg_video").prepend(source);
}
Anyone have any advice on this? I can't seem to figure this mess out.
Thanks everyone!
I ended up adding an event listener for "canplay" on the video element. Once its loaded, i ran video.play() and everything seems to be working fine.
Thanks everyone!
I'm using the following code to trigger fullscreen when a user clicks on the play button on a <video> element:
var video = $("#video");
video.on('play', function(e){
if (video.requestFullscreen) {
video.requestFullscreen();
} else if (video.mozRequestFullScreen) {
video.mozRequestFullScreen();
} else if (video.webkitRequestFullscreen) {
video.webkitRequestFullscreen();
}
});
But nothing happens when I click the play button.
Any idea's why?
EDIT: Here's my HTML code:
<video width="458" height="258" controls id='video' >
<source src='<?= bloginfo('template_directory'); ?>/inc/pilot.mp4' type="video/mp4">
<source src='<?= bloginfo('template_directory'); ?>/inc/pilot.ogv' type="video/ogg">
<source src='<?= bloginfo('template_directory'); ?>/inc/pilot.webm' type="video/webm">
</video>
There are a couple things going on here:
First, in your code, video is a jQuery object, not the actual video element. For a jQuery object, you can reference it like this:
var actualVideo = video[0]; // (assuming '#video' actually exists)
Second, for security and good user experience, browsers will only let you trigger full screen inside a user-triggered event, like a 'click'. You can't have every web page going to full screen as soon as you visit it, and you can cause a video to start playing automatically, which would violate that rule.
So an alternative solution would be to request fullscreen in a click event, like this:
var video = $("#video");
video.on('click', function(e){
var vid = video[0];
vid.play();
if (vid.requestFullscreen) {
vid.requestFullscreen();
} else if (vid.mozRequestFullScreen) {
vid.mozRequestFullScreen();
} else if (vid.webkitRequestFullscreen) {
vid.webkitRequestFullscreen();
}
});
Ideally, you'd probably want to build out a more complete player ui, but this should give you the general idea.
A less verbose way to toggle full screen combining answers from this and other questions.
This should handle all browser flavours: chromium- and webkit-based, firefox, opera, and MS-based browsers.
var p = document.querySelector('#videoplayer');
if (!window.isFs) {
window.isFs = true;
var fn_enter = p.requestFullscreen || p.webkitRequestFullscreen || p.mozRequestFullScreen || p.oRequestFullscreen || p.msRequestFullscreen;
fn_enter.call(p);
} else {
window.isFs = false;
var fn_exit = p.exitFullScreen || p.webkitExitFullScreen || p.mozExitFullScreen || p.oExitFullScreen || p.msExitFullScreen;
fn_exit.call(p);
}
p represents the DOM object of the video element, and window.isFs is just a random variable for storing the current fullscreen state.
If your player is a jQuery object then you can get the underlying DOM-element with var p = player.get(0).
How do I use webkit-playsinline in javascript instead of in html5 video tag? I want to use it just like using video tag control/autoplay attribute in javascript or if you guys have any other method that is working? I'm working on a PhoneGap iOS app that stream video.
Below is some approach that I have tried but none are working:
videoPlayer.WebKitPlaysInline = "webkit-playsinline";
videoPlayer.WebKitPlaysInline = "WebKitPlaysInline";
videoPlayer.webkit-playsinline = "webkit-playsinline";
videoPlayer.WebKitPlaysInline = "true";
videoPlayer.WebKitPlaysInline = true;
videoPlayer.webkit-playsinline = "true";
videoPlayer.webkit-playsinline = true;
My current code(js):
function loadPlayer() {
var videoPlayer = document.createElement('video');
videoPlayer.controls = "controls";
videoPlayer.autoplay = "autoplay";
videoPlayer.WebKitPlaysInline = true;
document.getElementById("vidPlayer").appendChild(videoPlayer);
nextChannel();
}
My current code(html):
<body onload="loadPlayer(document.getElementById('vidPlayer'));"><!-- load js function -->
<li><span class="ind_player"><div id="vidPlayer"></div></span></li><!-- video element creat here -->
Any helps are much appreciate. Thanks.
You can do this without jQuery:
var videoElement = document.createElement( 'video' );
videoElement.setAttribute('webkit-playsinline', 'webkit-playsinline');
You have to activate this functionality in your iOs application's WebView :
webview.allowsInlineMediaPlayback = true;
You can check this post for more details:
HTML5 inline video on iPhone vs iPad/Browser
You need to attach it to the video element and set it as video's attribute
such as :
<video class="" poster="" webkit-playsinline>
<source src="" type="video/ogg" preload="auto">
<source src="" type="video/mp4" preload="auto">
</video>
so you could do (with jQuery) :
$('video').attr('webkit-playsinline', '');
I want to add a sound clip to a button on a game I am creating. Currently It doesn't do anything and I don't know why.
At the moment In the script I have...
var audio = $(".mysoundclip")[0];
$(".minibutton").onclick(function() {
audio.play();
});
In the HTML I have...
<audio id="mysoundclip" preload="auto">
<source src="http://www.wav-sounds.com/cartoon/bugsbunny1.wav"></source>
</audio>
Then I have CSS for .minibutton.
Any ideas why it won't work?
Your jQuery had some simple errors in it.
HTML
<audio id="mysoundclip" preload="auto">
<source src="http://www.wav-sounds.com/cartoon/bugsbunny1.wav"></source>
</audio>
<button type="button">play</button>
jQuery
var audio = $("#mysoundclip")[0];
$("button").click(function() {
audio.play();
});
Fiddle: http://jsfiddle.net/iambriansreed/VavyK/
Maybe I'm a too suspicous.. but
http://www.sound-effect.com/sounds1/animal/Saf/Tiger1.wav "The requested URL was not found on this server"
If that's just a typo, you should also try to figure out which audio types a browser is capable to play:
myApp.htmlAudio = (function _htmlAudioCheck() {
var elem = document.createElement('audio'),
bool = false;
try {
if( !!elem.canPlayType ) {
bool = new Boolean(bool);
bool.ogg = elem.canPlayType('audio/ogg; codecs="vorbis"');
bool.mp3 = elem.canPlayType('audio/mpeg;');
bool.wav = elem.canPlayType('audio/wav; codecs="1"');
bool.m4a = ( elem.canPlayType('audio/x-m4a;') || elem.canPlayType('audio/aac;'));
}
} catch(e) { }
return bool;
}());
Now we can check like
if( myApp.htmlAudio && myApp.htmlAudio.wav ) {
}
if the browser is able to playback .wav files for instance.
However, I never saw a nested source element for audio elements. That should be named track if anything. But you don't really need that here, you can just have a src attribute on the audio element itself. Example: http://jsfiddle.net/5GUPg/1/
How can I do that, so whenever a user clicks a link we play a sound? Using javascript and jquery here.
Use this plugin: https://github.com/admsev/jquery-play-sound
$.playSound('http://example.org/sound.mp3');
Put an <audio> element on your page.
Get your audio element and call the play() method:
document.getElementById('yourAudioTag').play();
Check out this example: http://www.storiesinflight.com/html5/audio.html
This site uncovers some of the other cool things you can do such as load(), pause(), and a few other properties of the audio element.
When exactly you want to play this audio element is up to you. Read the text of the button and compare it to "no" if you like.
Alternatively
http://www.schillmania.com/projects/soundmanager2/
SoundManager 2 provides a easy to use API that allows sound to be played in any modern browser, including IE 6+. If the browser doesn't support HTML5, then it gets help from flash. If you want stricly HTML5 and no flash, there's a setting for that, preferFlash=false
It supports 100% Flash-free audio on iPad, iPhone (iOS4) and other HTML5-enabled devices + browsers
Use is as simple as:
<script src="soundmanager2.js"></script>
<script>
// where to find flash SWFs, if needed...
soundManager.url = '/path/to/swf-files/';
soundManager.onready(function() {
soundManager.createSound({
id: 'mySound',
url: '/path/to/an.mp3'
});
// ...and play it
soundManager.play('mySound');
});
Here's a demo of it in action: http://www.schillmania.com/projects/soundmanager2/demo/christmas-lights/
Found something like that:
//javascript:
function playSound( url ){
document.getElementById("sound").innerHTML="<embed src='"+url+"' hidden=true autostart=true loop=false>";
}
Using the html5 audio tag and jquery:
// appending HTML5 Audio Tag in HTML Body
$('<audio id="chatAudio">
<source src="notify.ogg" type="audio/ogg">
<source src="notify.mp3" type="audio/mpeg">
</audio>').appendTo('body');
// play sound
$('#chatAudio')[0].play();
Code from here.
In my implementation I added the audio embed directly into the HTML without jquery append.
JavaScript Sound Manager:
http://www.schillmania.com/projects/soundmanager2/
$('a').click(function(){
$('embed').remove();
$('body').append('<embed src="/path/to/your/sound.wav" autostart="true" hidden="true" loop="false">');
});
I wrote a small function that can do it, with the Web Audio API...
var beep = function(duration, type, finishedCallback) {
if (!(window.audioContext || window.webkitAudioContext)) {
throw Error("Your browser does not support Audio Context.");
}
duration = +duration;
// Only 0-4 are valid types.
type = (type % 5) || 0;
if (typeof finishedCallback != "function") {
finishedCallback = function() {};
}
var ctx = new (window.audioContext || window.webkitAudioContext);
var osc = ctx.createOscillator();
osc.type = type;
osc.connect(ctx.destination);
osc.noteOn(0);
setTimeout(function() {
osc.noteOff(0);
finishedCallback();
}, duration);
};
New emerger... seems to be compatible with IE, Gecko browsers and iPhone so far...
http://www.jplayer.org/
Following code might help you to play sound in a web page using javascript only. You can see further details at http://sourcecodemania.com/playing-sound-javascript-flash-player/
<script>
function getPlayer(pid) {
var obj = document.getElementById(pid);
if (obj.doPlay) return obj;
for(i=0; i<obj.childNodes.length; i++) {
var child = obj.childNodes[i];
if (child.tagName == "EMBED") return child;
}
}
function doPlay(fname) {
var player=getPlayer("audio1");
player.play(fname);
}
function doStop() {
var player=getPlayer("audio1");
player.doStop();
}
</script>
<form>
<input type="button" value="Play Sound" onClick="doPlay('texi.wav')">
[Play]
<object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000"
width="40"
height="40"
id="audio1"
align="middle">
<embed src="wavplayer.swf?h=20&w=20"
bgcolor="#ffffff"
width="40"
height="40"
allowScriptAccess="always"
type="application/x-shockwave-flash"
pluginspage="http://www.macromedia.com/go/getflashplayer"
/>
</object>
<input type="button" value="Stop Sound" onClick="doStop()">
</form>
First things first, i'd not like that as a user.
The best way to do is probably using a small flash applet that plays your sound in the background.
Also answered here: Cross-platform, cross-browser way to play sound from Javascript?