How to properly dispose of an HTML5 Video and close socket or connection - html

I am building a web page with a list of video records. Clicking on each video record opens a modal dialog on the same page with detail of the record and an HTML5 Video player.
A user can open one video, close it, and open another as many times as they want. However, on Chome specifically, after 3-5 videos, the browser starts hanging for upwards of two minutes while displaying a message "waiting for socket".
Doing some reading, I have narrowed it to Chrome's inability to open more than 6 connections to the same host.
I must be doing something wrong with how I dispose of the Media players. I believe the socket remains open to the media for some period even though the html for the player has been removed from the dom.
Using:
Bootstrap,
MediaElement.js,
HTML5 Video,
MVC,
Controller returning "Range Request" of FilePathResult
// Handling Bootstrap Modal Window Close Event
// Trigger player destroy
$("#xr-interaction-detail-modal").on("hidden.bs.modal", function () {
var player = xr.ui.mediaelement.xrPlayer();
if (player) {
player.pause();
player.remove();
}
});

I am going to go for my Self Learner badge, here, and answer my own question.
I did about 8 hours of research on this and came up with a great solution. Three things had to be done.
Set the HTML5 video src to something other than the original URL. This will trigger the player to close the open socket connection.
Set the HTML5 video src to a Base64 encoded data object. This will prevent the Error Code 4 issue MEDIA_ERR_SRC_NOT_SUPPORTED.
For issues in older versions of Firefox, also trigger the .load() event.
My Code:
// Handling Bootstrap Modal Window Close Event
// Trigger player destroy
$("#xr-interaction-detail-modal").on("hidden.bs.modal", function () {
var player = xr.ui.mediaelement.xrPlayer();
if (player) {
player.pause();
("video,audio").attr("src","data:video/mp4;base64,AAAAHG...MTAw");
player.load();
player.remove();
}
});
I came up with the idea to load the data object as the src. However, I'd like to thank kud on GitHub for the super small base64 video.
https://github.com/kud/blank-video

Added a line between pause() and remove():
// Handling Bootstrap Modal Window Close Event
// Trigger player destroy
$("#xr-interaction-detail-modal").on("hidden.bs.modal", function () {
var player = xr.ui.mediaelement.xrPlayer();
if (player) {
player.pause();
("video,audio").attr("src", "");
player.remove();
}
});

Related

Using the standard gamePad code, not finding sound files even though the path name is correct?

Using the standard gamePad code, not finding sound files even though the path name is correct?
I have definitely researched this question. For sure, I have found code on SO claiming to solve this dilemma, but this published code doesn't.
I am successfully finding the sound file using Preview under BBEdit's "Markup" Menu. But, the oh-oh surfaces when running my game on my commercial Server.
I am even successful when using keypress code is activated -- local on my Mac and on the Server.
The failure is when I am using the external Server to run my gamePad code to find the sound file when all my source code is loaded onto my Server. In this case, the sound does not play.
FILE HIERARCHY
games folder
Game_1 folder
game1.html
Game_Support folder
audio folder
js folder
HTML
<body onload="doBodyOnLoad()">
JS:
function doBodyOnLoad() {
$(document).ready(function() {
// ... //
}); // $(document).ready
} // doBodyOnload
function setupKeypresses() {
$(document).keydown(function(evt) {
let code = evt.keyCode || evt.which;
// for example:
if (code === "R")
{
movePaddleRight(); // this will call ouch() below
}
});
} // setupKeypresses
function PlaySound(id, src) {
let theSound = new Audio();
theSound.src = src;
theSound.play();
} // PlaySound
function ouch() {
updateScore(--thisScore);
// even the absolute path doesn't work ?
// var theSnd = "http://lovesongforever.com/games/Game_1/Game_1_Support/audio/explosion.mp3";
var theSnd = "Game_1_Support/audio/explosion.mp3";
PlaySound("audioPlaceHolder", theSnd);
// fade either the whole Board (okay), or just the Paddle (not! so much)
doFade("#gameBoard"); // doFade("#gameBoard > #gamePaddle") [not ready for Prime Time]
} // ouch
Thanks bunches for your patience with me!
This is because you're trying to autoplay an Audio element without user interaction to initiate the audio.
Firefox expresses a blocked play() call to JavaScript by rejecting the promise returned by HTMLMediaElement.play() with a NotAllowedError. All major browsers which block autoplay express a blocked play via this mechanism. In general, the advice for web authors when calling HTMLMediaElement.play(), is to not assume that calls to play() will always succeed, and to always handle the promise returned by play() being rejected.
https://hacks.mozilla.org/2019/02/firefox-66-to-block-automatically-playing-audible-video-and-audio/
I think it will work if you click or tap on the page first. Gamepad button presses may work for this too depending on the implementation.

I have multiple HTML 5 <Audio> tags on one page and I want ALL of them to pause when another is played

I think I need a script that will "get" all the playing HTML5 audio controls and "pause" them apart from the one the user clicks play on. I have seen and can handle simple play, pause, stop with just one audio controls but my skills fall way short of coding something to do what I'm after with multiples. audio controls is a neat solution and integrates well with my current design, I just need help making it work properly. The use case:
https://aberaeronskies.com/ page loads and nothing plays which is desired, user clicks play on a audio controls tag and the track snippet plays which is desired. User clicks on another one (there are 14) and it starts to play, trouble is, the first one is still playing which is not desired; one could click on all of them and they would all play!
The requirement is for a script or a call or whatever (I'm no coder, just doing this as freebie for a mate) that when a user clicks play on any one of the 14 tracks it pauses all other playing tracks.
I thought this was it: Pause all other players besides activated one. jQuery audio plugin for <audio> element and Play selected audio while pausing/resetting others but I'cant make them work.
It may be that this cannot be done and I need to rethink the whole presentation of multiple tracks and if so, further advice on where to look (in addition to above) would also be useful.
Thanks very much...
Ah...
This works
var curPlaying;
window.addEventListener("play", function(evt)
{
if(window.$_currentlyPlaying && window.$_currentlyPlaying != evt.target)
{
window.$_currentlyPlaying.pause();
}
window.$_currentlyPlaying = evt.target;
}, true);
$(function () {
$(".playback").click(function (e) {
e.preventDefault();
var song = $(this).next('audio')[0];
if (song.paused) {
if (curPlaying) {
$("audio", "#" + curPlaying)[0].pause();
}
song.play();
curPlaying = $(this).parent()[0].id;
} else {
song.pause();
curPlaying = null;
}
});
});

aframe 360 video only displays first time. Then, only sound

I'm working on a tour in webvr and using a-frame to build it. I have a bizarre problem. I seem to be able to get aframe to play a video inside a videosphere and correctly display every second of it the first time I enter a new scene, but whenever I exit from it and try to enter it again, only the sound works as supposed. I'm wondering if I'm doing something wrong in the loading of the video or something
I'm collecting the path to the video from a json file in which I describe what each rooms contains (they may have interactable pins for 16:9 video, images and the sort, and also pins that simply load a new scene).
After loading the json, I set the source of the videosphere, name image360, as such:
document.getElementById("image360").setAttribute('src', "#" + jsonArray.zones[zoneID].locations[locationID].name);
I then play the video using the following code :
video = document.querySelector('#' + jsonArray.zones[zoneID].locations[locationID].name);
video.muted = false;
video.addEventListener("ended", videoEnded);
video.play();
The event listener I add to the video takes care of taking the user back to the previous scene once the video ends, which I do using this code:
//This function is called immediately after the end of a 360 video. Thus it first starts by obtaining the scene it should load after the end of the scene
var thisEl = document.querySelector('#' + jsonArray.zones[zoneID].locations[locationID].name);
var currentLocation = jsonArray.zones[zoneID].locations[locationID];
var locationToReturnTo = currentLocation.locationToReturnTo;
var zoneToReturnTo = currentLocation.zoneToReturnTo;
//With the information obtained, the room is then loaded
generateRoom(zoneToReturnTo, locationToReturnTo);
//After loading the room, time to generate the correct pins
generatePins(zoneToReturnTo, locationToReturnTo);
I'm truly at a loss here, and have no idea why this doesn't work. I should note that javascript and aframe are not my area of expertise at all, I just had to pick up this project after a former colleague of mine, who was working on it, left the company abruptly, so excuse me if I'm making a basic mistake.
Thanks in advance.
Switching videos directly on a entity may not work properly:
document.querySelector("a-video").setAttribute("src", "vid.mp4")
because of the current tmp <video> handling.
You should try using the assets management system:
<a-assets>
<video id="vid" src="derby.mp4"></video>
</a-assets>
<!-- Scene. -->
<a-plane src="#vid"></a-plane>
JS
(#vid).setAttribute("src", "newvid.mp4")

How can I stop and resume a live audio stream in HTML5 instead of just pausing it?

A notable issue that's appearing as I'm building a simple audio streaming element in HTML5 is that the <audio> tag doesn't behave as one would expect in regards to playing and pausing a live audio stream.
I'm using the most basic HTML5 code for streaming the audio, an <audio> tag with controls, the source of which is a live stream.
Current outcome: When the stream is first played, it plays whatever is streaming as expected. When it's paused and played again, however, the audio resumes exactly where it left off when the stream was previously paused. The user is now listening to a delayed version of the stream. This occurrence isn't browser-specific.
Desired outcome: When the stream is paused, I want the stream to stop. When it is played again, I want it resume where the stream is currently at, not where it was when the user paused the stream.
Does anyone know of a way to make this audio stream resume properly after it's been paused?
Some failed attempts I've made to fix this issue:
Altering the currentTime of the audio element does nothing to streaming audio.
I've removed the audio element from the DOM when the user stops stream playback and added it back in when user resumes playback. The stream still continues where the user left off and worse yet downloads another copy of the stream behind the scenes.
I've added a random GET variable to the end of the stream URL every time the stream is played in an attempt to fool the browser into believing that it's playing a new stream. Playback still resumes where the user paused the stream.
Best way to stop a stream, and then start it again seems to be removing the source and then calling load:
var sourceElement = document.querySelector("source");
var originalSourceUrl = sourceElement.getAttribute("src");
var audioElement = document.querySelector("audio");
function pause() {
sourceElement.setAttribute("src", "");
audioElement.pause();
// settimeout, otherwise pause event is not raised normally
setTimeout(function () {
audioElement.load(); // This stops the stream from downloading
});
}
function play() {
if (!sourceElement.getAttribute("src")) {
sourceElement.setAttribute("src", originalSourceUrl);
audioElement.load(); // This restarts the stream download
}
audioElement.play();
}
Resetting the audio source and calling the load() method seems to be the simplest solution when you want to stop downloading from the stream.
Since it's a stream, the browser will stop downloading only when the user gets offline. Resetting is necessary to protect your users from burning through their cellular data or to avoid serving outdated content that the browser downloaded when they paused the audio.
Keep in mind though that when the source attribute is set to an empty string, like so audio.src = "", the audio source will instead be set to the page's hostname. If you use a random word, that word will be appended as a path.
So as seen below, setting audio.src ="", means that audio.src === "https://stacksnippets.net/js". Setting audio.src="meow" will make the source be audio.src === "https://stacksnippets.net/js/meow" instead. Thus the 3d paragraph is not visible.
const audio1 = document.getElementById('audio1');
const audio2 = document.getElementById('audio2');
document.getElementById('p1').innerHTML = `First audio source: ${audio1.src}`;
document.getElementById('p2').innerHTML = `Second audio source: ${audio2.src}`;
if (audio1.src === "") {
document.getElementById('p3').innerHTML = "You can see me because the audio source is set to an empty string";
}
<audio id="audio1" src=""></audio>
<audio id="audio2" src="meow"></audio>
<p id="p1"></p>
<p id="p2"></p>
<p id="p3"></p>
Be aware of that behavior if you do rely on the audio's source at a given moment. Using the about URI scheme seems to trick it into behaving in a more reliable way. So using "about:" or "about:about", "about:blank", etc. will work fine.
const resetAudioSource = "about:"
const audio = document.getElementById('audio');
audio.src = resetAudioSource;
document.getElementById('p1').innerHTML = `Audio source: -- "${audio.src}"`;
// Somewhere else in your code...
if (audio.src === resetAudioSource){
document.getElementById('p2').innerHTML = "You can see me because you reset the audio source."
}
<audio id="audio"></audio>
<p id="p1"></p>
<p id="p2"></p>
Resetting the audio.src and calling the .load() method will make the audio to try to load the new source. The above comes in handy if you want to show a spinner component while the audio is loading, but don't want to also show that component when you reset your audio source.
A working example can be found here: https://jsfiddle.net/v2xuczrq/
If the source is reset using a random word, then you might end up with the loader showing up when you also pause the audio, or until the onError event handler catches it. https://jsfiddle.net/jcwvue0s/
UPDATE: The strings "javascript:;" and "javascript:void(0)" can be used instead of the "about:" URI and this seems to work even better as it will also stop the console warnings caused by "about:".
Note: I'm leaving this answer for the sake of posterity, since it was the best solution I or anyone could come up with at the time for my issue. But I've since marked Ciantic's later idea as the best solution because it actually stops the stream downloading and playback like I originally wanted. Consider that solution instead of this one.
One solution I came up with while troubleshooting this issue was to ignore the play and pause functions on the audio element entirely and just set the volume property of the audio element to 0 when user wishes to stop playback and then set the volume property back to 1 when the user wishes to resume playback.
The JavaScript code for such a function would look much like this if you're using jQuery (also demonstrated in this fiddle):
/*
* Play/Stop Live Audio Streams
* "audioElement" should be a jQuery object
*/
function streamPlayStop(audioElement) {
if (audioElement[0].paused) {
audioElement[0].play();
} else if (!audioElement[0].volume) {
audioElement[0].volume = 1;
} else {
audioElement[0].volume = 0;
}
}
I should caution that even though this achieves the desired functionality for stopping and resuming live audio streams, it isn't ideal because the stream, when stopped, is actually still playing and being downloaded in the background, using up bandwidth in the process.
However, this solution doesn't necessarily take up more bandwidth than just using .play() and .pause() on a streaming audio element. Simply using the audio tag with streaming audio uses up a great deal of bandwidth anyway, because once streaming audio is played, it continues to download the contents of the stream in the background when it is paused.
It should be noted that this method won't work in iOS because of purposefully built-in limitations for iPhones and iPads:
On iOS devices, the audio level is always under the user’s physical control. The volume property is not settable in JavaScript. Reading the volume property always returns 1.
If you choose to use the workaround in this answer, you'll need to create a fallback for iOS devices that uses the play() and pause() functions normally, or your interface will be unable to pause the stream.
Tested #Ciantics code and it worked with some modifications, if you want to use multiple sources.
As the source is getting removed, the HTML audio player becomes inactive, so the source (URL) needs to be added directly after again to become active.
Also added an event listener at the end to connect the function when pausing:
var audioElement = document.querySelector("audio");
var sources = document.querySelector("audio").children;
var sourceList = [];
for(i=0;i<sources.length;i++){
sourceList[i] = sources[i].getAttribute("src");
}
function pause() {
for(i=0;i<sources.length;i++){
sources[i].setAttribute("src", "");
}
audioElement.pause();
// settimeout, otherwise pause event is not raised normally
setTimeout(function () {
audioElement.load(); // This stops the stream from downloading
});
for(i=0;i<sources.length;i++){
if (!sources[i].getAttribute("src")) {
sources[i].setAttribute("src", sourceList[i]);
audioElement.load(); // This restarts the stream download
}
}
}
audioElement.addEventListener("pause", pause);

HTML5 Videos in Mobile Safari Issue

Here is my scenario:
I am building a "kiosk" application in safari with 2 videos, one acting as a "screensaver" and the other is a supplementary video. The SS is looping fine via: (done on body onload="init()")
var myVideo = document.getElementById('screensaver');
myVideo.addEventListener('ended', playVideo, false);
function playVideo(){
var myVideo = document.getElementById('screensaver');
myVideo.play();
}
When the user taps the screen during the SS, it fades out $('#screensaver').fadeOut(1000); and the user is presented a question with a button to play the next video.
When the second video is done via:
$('#presentation').bind('ended', function(){
$(this).fadeOut(1000, function(){
$('#swapVideo').show(); //Overlay for user interaction
$('#screensaver').fadeIn(1000);
$('#screensaver').get(0).play();
});
});
The SS shows up, plays, but no longer loops. Are eventListeners lost when the display is set to none?
The same thing happens when I try to play the second video again. The 'ended' eventListener seems to be lost...
I believe that iOS ignores .play(). Apple believes it's best to prevent sites from automatically playing content, which could potentially eat up someone's data plan or create undesirable actions on iOS.
On iOS, .play() can only executed directly from a user interaction.
Documentation
As for your question, event listeners are not unbound if you change the display property.
Fiddle
$('.container').on('custom', function (evt) {
$(this).toggle();
});