I have the following code:
function playSound(source) {
document.getElementById("sound_span").innerHTML =
"<embed src='" + source + "' hidden=true autostart=true loop=false>";
}
<span id="sound_span"></span>
<button onclick="playSound('file.mp3');"></button>
Once you click play, the MP3 gets downloaded, than it starts to play. However, it can take a while if it has like 1 MB. What I need is a preloaded (just like you can do with the images). So when the page loads, the mp3 will be streamed and if, for instance, 10 seconds later, the user pressed the 'play' button, he won't have to wait until the mp3 gets downloaded first, as it is already streamed.
Any ideas? Thanks in advance for any tip!
You can preload using <audio /> for newer browsers. Set autoplay = false. For older browsers that don't support <audio />, you can use <bgsound />. To preload a sound, set the volume to -10000.
function preloadSound(src) {
var sound = document.createElement("audio");
if ("src" in sound) {
sound.autoPlay = false;
}
else {
sound = document.createElement("bgsound");
sound.volume = -10000;
}
sound.src = src;
document.body.appendChild(sound);
return sound;
}
That will get the sound in your browser's cache. Then to play it, you can keep doing what you are doing with <embed />. Or if you want to take advantage of HTML5 features, you can call .play() on the returned <audio /> element. You could even add a play method to the <bgsound />:
function loadSound (src) {
var sound = document.createElement("audio");
if ("src" in sound) {
sound.autoPlay = false;
}
else {
sound = document.createElement("bgsound");
sound.volume = -10000;
sound.play = function () {
this.src = src;
this.volume = 0;
}
}
sound.src = src;
document.body.appendChild(sound);
return sound;
}
Then use it like this:
var sound = loadSound("/mySound.ogg"); // preload
sound.play();
The only caveat is FireFox doesn't support mp3. You'll have to convert your files to ogg.
Working demo: http://jsfiddle.net/PMj89/1/
You can use the HTML5 <audio> element's preload attribute, and fall back on <embed>.
Related
I have a use case where we donot want the user who is taking a test get sleep timeout while in test which is of 3 hrs. I was looking at nosleep.js but i has cpu overuse problem as it was not working in windows.
I was wondering how test taking apps do it, also how youtube achieves this.
Any help on this is really appreciated
Wake Lock API arrives in Chrome 79. However none of the other browser support this as of now.
https://developers.google.com/web/updates/2019/12/nic79#wake-lock
YouTube handles this by simply playing video. When you play a video with sound in the browser, the browser requests a wake lock automatically so as not to interrupt the user.
It isn't clear from your question what your specific requirements are, but if playing a video is possible, try that.
So after dealing with the pain of this problem for nice afternoon. I'm posting my solution. I'm using modules so delete export statements if you're not. My goal was to minimize effect on battery. So I play empty video file (10 x 10px, 1 frame lenght with empty audio track) every 10 seconds. I play it for the first time when user first clicks so the browser will allow me to play it. There are still side effects though. I.e. in Safari, the audio icon will blink and on iPhone lockscreen, the page will be shown as the last one playing video/audio.
let noSleep = null
let video = null
// --- Public ---
export function activate() {
if (!noSleep) noSleep = new NoSleep()
}
export function deactivate() {
if (noSleep) {
noSleep.stop()
noSleep = null
}
}
// --- Private ---
class NoSleep {
constructor() {
this._noSleep = true
this._keepAwake()
}
stop() {
this._noSleep = false
}
async _keepAwake() {
while(this._noSleep) {
if (video) video.play()
document.body.innerHTML += "<br>Played"
await wait(10000)
}
}
}
window.addEventListener("click", function enable() {
window.removeEventListener("click", enable)
// Initialize video element
video = document.createElement("video")
video.setAttribute("playsinline", "")
// Add mp4 source
let source = document.createElement("source")
source.src = mp4Src
source.type = "video/mp4"
video.append(source)
// Add webm source
source = document.createElement("source")
source.src = webmSrc
source.type = "video/webm"
video.append(source)
// Play it as a result of user interaction
video.play()
document.body.innerHTML = "Activated"
activate()
})
function wait(milliseconds) {
return new Promise(resolve => setTimeout(resolve, milliseconds))
}
const mp4Src = "data:video/mp4;base64,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"
const webmSrc = "data:video/webm;base64,GkXfo59ChoEBQveBAULygQRC84EIQoKEd2VibUKHgQRChYECGFOAZwEAAAAAAANXEU2bdLpNu4tTq4QVSalmU6yBoU27i1OrhBZUrmtTrIHYTbuMU6uEElTDZ1OsggE/TbuMU6uEHFO7a1OsggNB7AEAAAAAAABZAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAVSalmsirXsYMPQkBNgI1MYXZmNTguNzYuMTAwV0GNTGF2ZjU4Ljc2LjEwMESJiEBBAAAAAAAAFlSua+KuAQAAAAAAAFnXgQFzxYjHh4Jmxpm3C5yBACK1nIN1bmSGhkFfT1BVU1aqg2MuoFa7hATEtACDgQLhkZ+BArWIQOdwAAAAAABiZIEYY6KTT3B1c0hlYWQBAjgBgLsAAAAAABJUw2dB03NzAQAAAAAAAQ5jwIBnyAEAAAAAAAAVRaOLTUFKT1JfQlJBTkREh4RxdCAgZ8gBAAAAAAAAFEWjjU1JTk9SX1ZFUlNJT05Eh4EwZ8gBAAAAAAAAG0WjkUNPTVBBVElCTEVfQlJBTkRTRIeEcXQgIGfIAQAAAAAAABlFo4hUSU1FQ09ERUSHizAwOjAwOjAwOjAwZ8gBAAAAAAAAKkWjn0NPTS5BUFBMRS5RVUlDS1RJTUUuRElTUExBWU5BTUVEh4VlbXB0eWfIAQAAAAAAACRFo5lDT00uQVBQTEUuUVVJQ0tUSU1FLlRJVExFRIeFZW1wdHlnyAEAAAAAAAAaRaOHRU5DT0RFUkSHjUxhdmY1OC43Ni4xMDBzcwEAAAAAAACxY8CLY8WIx4eCZsaZtwtnyAEAAAAAAAAiRaOMSEFORExFUl9OQU1FRIeQQ29yZSBNZWRpYSBBdWRpb2fIAQAAAAAAABtFo4lWRU5ET1JfSUREh4xbMF1bMF1bMF1bMF1nyAEAAAAAAAAjRaOHRU5DT0RFUkSHlkxhdmM1OC4xMzQuMTAwIGxpYm9wdXNnyKJFo4hEVVJBVElPTkSHlDAwOjAwOjAwLjAzNDAwMDAwMAAAH0O2daTngQCjh4EAAID8//6gAQAAAAAAAA+hh4EAFQD8//51ooNwiJgcU7trkbuPs4EAt4r3gQHxggMY8IED"
Implementation is made so multiple calls to activate()/deactivate() have no effect (which was beneficial in my use case). I create NoSleep object to make sure that it's gonna deactivate (operation may take up to 10 seconds to deactivate). Without it quick successive activations and deactivations could result in multiple wake cycles to run at the same time without quiting themselves eventually.
Play looped VIDEO or AUDIO on your page
You can use this a quick example to add a Fake looped video to your page and prevent mobile device from sleep:
// Create the root video element
var video = document.createElement('video');
video.setAttribute('loop', '');
// Add some styles if needed
video.setAttribute('style', 'position: fixed;');
// A helper to add sources to video
function addSourceToVideo(element, type, dataURI) {
var source = document.createElement('source');
source.src = dataURI;
source.type = 'video/' + type;
element.appendChild(source);
}
// A helper to concat base64
var base64 = function(mimeType, base64) {
return 'data:' + mimeType + ';base64,' + base64;
};
// Add Fake sourced
addSourceToVideo(video,'webm', base64('video/webm', 'GkXfo0AgQoaBAUL3gQFC8oEEQvOBCEKCQAR3ZWJtQoeBAkKFgQIYU4BnQI0VSalmQCgq17FAAw9CQE2AQAZ3aGFtbXlXQUAGd2hhbW15RIlACECPQAAAAAAAFlSua0AxrkAu14EBY8WBAZyBACK1nEADdW5khkAFVl9WUDglhohAA1ZQOIOBAeBABrCBCLqBCB9DtnVAIueBAKNAHIEAAIAwAQCdASoIAAgAAUAmJaQAA3AA/vz0AAA='));
addSourceToVideo(video, 'mp4', base64('video/mp4', 'AAAAHGZ0eXBpc29tAAACAGlzb21pc28ybXA0MQAAAAhmcmVlAAAAG21kYXQAAAGzABAHAAABthADAowdbb9/AAAC6W1vb3YAAABsbXZoZAAAAAB8JbCAfCWwgAAAA+gAAAAAAAEAAAEAAAAAAAAAAAAAAAABAAAAAAAAAAAAAAAAAAAAAQAAAAAAAAAAAAAAAAAAQAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAIAAAIVdHJhawAAAFx0a2hkAAAAD3wlsIB8JbCAAAAAAQAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAABAAAAAAAAAAAAAAAAAAAAAQAAAAAAAAAAAAAAAAAAQAAAAAAIAAAACAAAAAABsW1kaWEAAAAgbWRoZAAAAAB8JbCAfCWwgAAAA+gAAAAAVcQAAAAAAC1oZGxyAAAAAAAAAAB2aWRlAAAAAAAAAAAAAAAAVmlkZW9IYW5kbGVyAAAAAVxtaW5mAAAAFHZtaGQAAAABAAAAAAAAAAAAAAAkZGluZgAAABxkcmVmAAAAAAAAAAEAAAAMdXJsIAAAAAEAAAEcc3RibAAAALhzdHNkAAAAAAAAAAEAAACobXA0dgAAAAAAAAABAAAAAAAAAAAAAAAAAAAAAAAIAAgASAAAAEgAAAAAAAAAAQAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAABj//wAAAFJlc2RzAAAAAANEAAEABDwgEQAAAAADDUAAAAAABS0AAAGwAQAAAbWJEwAAAQAAAAEgAMSNiB9FAEQBFGMAAAGyTGF2YzUyLjg3LjQGAQIAAAAYc3R0cwAAAAAAAAABAAAAAQAAAAAAAAAcc3RzYwAAAAAAAAABAAAAAQAAAAEAAAABAAAAFHN0c3oAAAAAAAAAEwAAAAEAAAAUc3RjbwAAAAAAAAABAAAALAAAAGB1ZHRhAAAAWG1ldGEAAAAAAAAAIWhkbHIAAAAAAAAAAG1kaXJhcHBsAAAAAAAAAAAAAAAAK2lsc3QAAAAjqXRvbwAAABtkYXRhAAAAAQAAAABMYXZmNTIuNzguMw=='));
// Append the video to where ever you need
document.body.appendChild(video);
// Start playing video after any user interaction.
// NOTE: Running video.play() handler without a user action may be blocked by browser.
var playFn = function() {
video.play();
document.body.removeEventListener('touchend', playFn);
};
document.body.addEventListener('touchend', playFn);
I am a total JavaScript amateur. I want to create a section where people can switch between 2 audios with a video running along with it. I want to show a before and after version of the audio.
Basically, the video should run with the "before" version of the audio initially. Then there should be a button to switch the audio to the "after" version, and go back and forth.
I tried the "audioTracks" method, but the browser compatibility is not good with it. What is the best possible way to achieve it?
Thanks in advance.
You just use two HTML Audio elements and then sync their times:
var audio1 = new Audio()
var audio2 = new Audio()
audio1.src = 'pathToSource',
audio2.src = 'pathToSource2',
var video = document.getElementByID('myvideo');
video.muted = true; //mute video cuz we have audio already
function switchAudio(one, two, vid) {
if(one.paused) {
two.pause();
one.currentTime = vid.currentTime;
one.play
} else {
one.pause();
two.currentTime = vid.currentTime;
two.play()
}
}
That did it :) I made some changes though. The audio seems to be working great. I could play and switch it. But the video was not starting up with the button. So I changed the code to this:
function switchAudio(one, two, vid) {
if (one.paused) {
two.pause();
vid.play();
one.play();
one.currentTime = vid.currentTime;
} else {
vid.pause();
one.pause();
vid.play();
two.play();
two.currentTime = vid.currentTime;
}
}
After this the video is playing along with the audio. But when I switch the audio, their timing does not match. The audio seems to be playing just a little bit late.
I am making a web app that can be open for a long time. I don't want to load audio at load time (when the HTML gets downloaded and parsed) to make the first load as fast as possible and to spare precious resources for mobile users. Audio is disabled by default.
Putting the audio in CSS or using preload is not appropriate here because I don't want to load it at load time with the rest.
I am searching for the ideal method to load audio at run time, (after a checkbox has been checked, this can be after 20 minutes after opening the app) given a list of audio elements.
The list is already in a variable allSounds. I have the following audio in a webpage (there are more):
<audio preload="none">
<source src="sound1.mp3">
</audio>
I want to keep the same HTML because after second visit I can easily change it to (this works fine with my server-side HTML generation)
<audio preload="auto">
<source src="sound1.mp3">
</audio>
and it works.
Once the option is turned on, I want to load the sounds, but not play them immediately. I know that .play() loads the sounds. But I want to avoid the delay between pressing a button and the associated feedback sound.
It is better to not play sound than delayed (in my app).
I made this event handler to load sounds (it works) but in the chrome console, it says that download was cancelled, and then restarted I don't know exactly what I am doing wrong.
Is this is the correct way to force load sounds? What are the other ways? If possible without changing the HTML.
let loadSounds = function () {
allSounds.forEach(function (sound) {
sound.preload = "auto";
sound.load();
});
loadSounds = function () {}; // Execute once
};
here is playSound function, but not very important for the questions
const playSound = function (sound) {
// PS
/* only plays ready sound to avoid delays between fetching*/
if (!soundEnabled)) {
return;
}
if (sound.readyState < sound.HAVE_ENOUGH_DATA) {
return;
}
sound.play();
};
Side question: Should there be a preload="full" in the HTML spec?
See also:
Preload mp3 file in queue to avoid any delay in playing the next file in queue
how we can Play Audio with text highlight word by word in angularjs
To cache the audio will need to Base64 encode your MP3 files, and start the Base64 encoded MP3 file with data:audio/mpeg;base64,
Then you can pre-load/cache the file with css using something like:
body::after {
content:url(myfile.mp3);
display:none;
}
I think I would just use the preloading functionality without involving audio tag at all...
Example:
var link = document.createElement('link')
link.rel = 'preload'
link.href = 'sound1.mp3'
link.as = 'audio'
link.onload = function() {
// Done loading the mp3
}
document.head.appendChild(link)
I'm quite sure that I've found a solution for you. As far as I'm concerned, your sounds are additional functionality, and are not required for everybody. In that case I would propose to load the sounds using pure javascript, after user has clicked unmute button.
A simple sketch of solution is:
window.addEventListener('load', function(event) {
var audioloaded = false;
var audioobject = null;
// Load audio on first click
document.getElementById('unmute').addEventListener('click', function(event) {
if (!audioloaded) { // Load audio on first click
audioobject = document.createElement("audio");
audioobject.preload = "auto"; // Load now!!!
var source = document.createElement("source");
source.src = "sound1.mp3"; // Append src
audioobject.appendChild(source);
audioobject.load(); // Just for sure, old browsers fallback
audioloaded = true; // Globally remember that audio is loaded
}
// Other mute / unmute stuff here that you already got... ;)
});
// Play sound on click
document.getElementById('playsound').addEventListener('click', function(event) {
audioobject.play();
});
});
Of course, button should have id="unmute", and for simplicity, body id="body" and play sound button id="playsound. You can modify that of course to suit your needs. After that, when someone will click unmute, audio object will be generated and dynamically loaded.
I didn't try this solution so there may be some little mistakes (I hope not!). But I hope this will get you an idea (sketch) how this can be acomplished using pure javascript.
Don't be afraid that this is pure javascript, without html. This is additional functionality, and javascript is the best way to implement it.
You can use a Blob URL representation of the file
let urls = [
"https://upload.wikimedia.org/wikipedia/commons/b/be/Hidden_Tribe_-_Didgeridoo_1_Live.ogg"
, "https://upload.wikimedia.org/wikipedia/commons/6/6e/Micronesia_National_Anthem.ogg"
];
let audioNodes, mediaBlobs, blobUrls;
const request = url => fetch(url).then(response => response.blob())
.catch(err => {throw err});
const handleResponse = response => {
mediaBlobs = response;
blobUrls = mediaBlobs.map(blob => URL.createObjectURL(blob));
audioNodes = blobUrls.map(blobURL => new Audio(blobURL));
}
const handleMediaSelection = () => {
const select = document.createElement("select");
document.body.appendChild(select);
const label = new Option("Select audio to play");
select.appendChild(label);
select.onchange = () => {
audioNodes.forEach(audio => {
audio.pause();
audio.currentTime = 0;
});
audioNodes[select.value].play();
}
select.onclick = () => {
const media = audioNodes.find(audio => audio.currentTime > 0);
if (media) {
media.pause();
media.currentTime = 0;
select.selectedIndex = 0;
}
}
mediaBlobs.forEach((blob, index) => {
let option = new Option(
new URL(urls[index]).pathname.split("/").pop()
, index
);
option.onclick = () => console.log()
select.appendChild(option);
})
}
const handleError = err => {
console.error(err);
}
Promise.all(urls.map(request))
.then(handleResponse)
.then(handleMediaSelection)
.catch(handleError);
Im using java script for a simple if else statement and was trying to add some audio to it. Play one song when its right, and another if its bad. Here is what I have minus the actual if statements. I commented out the audio portion because that broke my code and couldn't get it working.
if (x is true)
{
document.write("Good job!<br />");
/*<audio controls = "controls" autoplay = "autoplay" loop ="loop" >
<source src = "congrats.ogg" type = "audio/ogg" />
<source src = "congrats.mp3" type = "audio/mpeg" />
<source src = "congrats.wav" type = "audio/wav" />
Your browser does not support the audio element
</audio>*/
}
else
{
document.write("Boo!<br />");
}
Any help is appreciated!
Update for clarification: I was trying to say that if my "if statement" executes, play song1 and if my "else statement" executes, play song2.
Update, working!: Did some more research and was able to find the following snippet of code that works for me.
http://www.position-absolute.com/articles/introduction-to-the-html5-audio-tag-javascript-manipulation/
With JavaScript, you can do something like this:
var supports = function(mime) { return (new Audio()).canPlayType('audio/' + mime); };
var sound;
if (supports('ogg; codecs=vorbis')) {
sound = new Audio('congrats.ogg');
} else if (supports('mpeg')) {
sound = new Audio('congrats.mp3');
} else if (supports('wav')) {
sound = new Audio('congrats.wav');
} else {
alert('Your browser is horrible');
}
if (typeof sound !== 'undefined') {
sound.play();
}
Do you really have if (x is true)?
That should be just if (x)
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/