Webcam Video Stream Working in Chrome but not Firefox - html

I've got a tiny little issue here O.o
I've got my webcam video stream displaying on a webpage... only thing is it only works in Chrome. When I use Firefox it requests permission to share the camera and once accepted the LED on the webcam comes on but my video element remains empty :/ I'm currently testing on Firefox 31 and Chrome 28.
Any ideas or helpful hints would be greatly appreciated ;)
Thanks :)
Below is my code used for testing:
<!DOCTYPE html>
<html>
<head>
<title>Web Cam Feed</title>
<style>
#container
{
margin: 0px auto;
width: 640px;
height: 480px;
border: 10px #333 solid;
}
#videoElement
{
width: 640px;
height: 480px;
background-color: #666;
}
</style>
</head>
<body>
<div id="container">
<video autoplay id="videoElement">
</video>
</div>
<script type="text/javascript">
var video = document.querySelector("video");
navigator.getUserMedia = navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia || navigator.oGetUserMedia;
if (navigator.getUserMedia)
{
navigator.getUserMedia(
{ video: true },
function (stream)
{
if (video.mozSrcObject !== undefined)
{
video.mozSrcObject = stream;
}
else
{
video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
};
},
function (err)
{
alert('Something broke');
});
}
else
{
alert('No User Media API');
}
</script>
</body>
</html>

I'm pretty sure, that you need to start the video in firefox by calling the play method, after the loadstart event:
$(function () {
navigator.getUserMedia(
// constraints
{
video: true,
audio: false
},
// successCallback
function (localMediaStream) {
var $video = $('video');
$video.on('loadstart', function () {
$video.play();
});
$video.prop('src', URL.createObjectURL(localMediaStream));
//or use $video.prop('srcObject', localMediaStream);
},
// errorCallback
function (err) {
alert('you need to give us access to your webcam for this. '+err.name);
});
});
Here is a simple demo.

After being MIA for a while and getting back into this issue I found that it's not a code issue >.<
It seems to be either my webcam drivers or an issue with Windows 8 or a combination of both because my code worked perfectly on a Windows 7 machine using default Windows drivers, but still on Firefox 31.
Anyways, thanks to alexander farkas for the help. I used some of your code to tweak my own ;)

Related

Wistia javascript api change video source

I am having trouble understanding their api.
First, not sure why havent they sticked to iframe embed method (and api appearance) for consistency like youtube and vimeo have been doing for years.
So after a lot of digging, I have this to change video source. I am still not sure if this is the best method to embed video?
When I use replaceWith the problem is that events ("play" in this example) are not heard any more.
//head
<script src="//fast.wistia.com/assets/external/E-v1.js" async></script>
<script type="text/javascript">
jQuery(document).ready(function($) {
var video;
window._wq = window._wq || [];
_wq.push({
id: '479268413a',
options: {
autoPlay:true
},
onReady: function(v) {
video = v;
video.bind("play", function(){
console.log("play");
})
}
});
$('#btn-next').on('click', function(){
video.replaceWith(
'5bbw8l7kl5', {
autoPlay:true
});
});
});
</script>
//body
<div class="wistia_embed wistia_async_479268413a"></div>
I'm late to this question, but If you are looking for method that doesn't require you to have all images loaded as suggested by Kiran, you can push your config again after your do replaceWith.
const applyConfig = (id) => {
window._wq = window._wq || [];
_wq.push({
id,
options: {
autoPlay:true
},
onReady: function(v) {
video = v;
v.bind("play", function(){
console.log("play");
})
}
});
}
$('#btn-next').on('click', function(){
video.replaceWith(id);
applyConfig(id);
});
What you should do is have all the videos on your page and then show and hide based on click event. (Note that the videos will come asynchronously from wistia. So no need to worry about performance here)
Please check the demo below.
$(".wistia-trigger").click(function(){
var vid = $(this).attr("data-video-id");
$(".wistia_embed").hide();
$(".wistia_embed.wistia_async_"+vid).show();
window._wq = window._wq || [];
// pause all videos and move time to zero
_wq.push({ id: "_all", onReady: function(video) {
video.pause();
video.time(0);
}});
// start playing current video
_wq.push({ id: vid, onReady: function(video) {
video.play();
}});
});
.wistia_embed {
display: none;
width: 200px;
height: 200px;
float: left;
}
.wistia-trigger {
float: left;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="//fast.wistia.com/assets/external/E-v1.js" async></script>
<div class="wistia_embed wistia_async_479268413a"></div>
<div class="wistia_embed wistia_async_5bbw8l7kl5"></div>
<button class="wistia-trigger" data-video-id="479268413a">
play 479268413a
</button>
<button class="wistia-trigger" data-video-id="5bbw8l7kl5">
play 5bbw8l7kl5
</button>

Open a HTML5 video in fullscreen by default?

I wish to host some HTML5 videos in a HTML app. On opening the video they currently just open up within a page and play by default with the controls available with the option to open fullscreen, is there any way to get playing full screen as soon as you open the page?
<div class="video-container" data-tap-disable="true">
<div class="videotitle">{{product.title}}</div>
<div class="videoduration">Duration: {{product.duration}}</div>
<video id="myVideo" controls="controls" preload="metadata" autoplay="autoplay" webkit-playsinline="webkit-playsinline" class="videoPlayer"><source src="{{product.video}}" type="video/mp4"/></video>
Here is my Angular controller, I assume the JS code will fit in here somewhere as opposed to my product.html
.controller('ProductCtrl', function (Products, $rootScope, $scope, $stateParams, $state, $timeout) {
$scope.product = Products[$stateParams.productId];
var video = document.getElementById("myVideo");
// Stop video playing when we go to another page
$rootScope.$on('$stateChangeStart', function () {
stopVideo();
});
// Go to list of other videos when individual HTML5 video has finished playing
angular.element(video).bind('ended', function () {
$state.go('app.products');
});
function stopVideo() {
video.pause();
video.currentTime = 0;
}
});
const elem = document.getElementById("myVideo");
if (elem.requestFullscreen) {
elem.requestFullscreen();
} else if (elem.msRequestFullscreen) {
elem.msRequestFullscreen();
} else if (elem.webkitRequestFullscreen) {
elem.webkitRequestFullscreen();
}
var video = $("#myVideo");
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();
}
});

HTML5 getUserMedia() media sources

I have created a streaming webcam with html5. At the moment I can take a picture through my web cam, but I would like to know if it is possible to choose media stream device from the list, e.g. I have two web cams I want to choose the webcam to activate. How can I do that with html5 getUserMedia() call?
Thanks!
You can get the list of web camera
<!DOCTYPE html>
<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<title>Video Camera List</title>
<script src="//ajax.googleapis.com/ajax/libs/jquery/2.0.3/jquery.min.js" ></script>
<style type="text/css" media="screen">
video {
border:1px solid gray;
}
</style>
</head>
<body>
<script>
if (!MediaStreamTrack) document.body.innerHTML = '<h1>Incompatible Browser Detected. Try <strong style="color:red;">Chrome Canary</strong> instead.</h1>';
var videoSources = [];
MediaStreamTrack.getSources(function(media_sources) {
console.log(media_sources);
// alert('media_sources : '+media_sources);
media_sources.forEach(function(media_source){
if (media_source.kind === 'video') {
videoSources.push(media_source);
}
});
getMediaSource(videoSources);
});
var get_and_show_media = function(id) {
var constraints = {};
constraints.video = {
optional: [{ sourceId: id}]
};
navigator.webkitGetUserMedia(constraints, function(stream) {
console.log('webkitGetUserMedia');
console.log(constraints);
console.log(stream);
var mediaElement = document.createElement('video');
mediaElement.src = window.URL.createObjectURL(stream);
document.body.appendChild(mediaElement);
mediaElement.controls = true;
mediaElement.play();
}, function (e)
{
// alert('Hii');
document.body.appendChild(document.createElement('hr'));
var strong = document.createElement('strong');
strong.innerHTML = JSON.stringify(e);
alert('strong.innerHTML : '+strong.innerHTML);
document.body.appendChild(strong);
});
};
var getMediaSource = function(media) {
console.log(media);
media.forEach(function(media_source) {
if (!media_source) return;
if (media_source.kind === 'video')
{
// add buttons for each media item
var button = $('<input/>', {id: media_source.id, value:media_source.id, type:'submit'});
$("body").append(button);
// show video on click
$(document).on("click", "#"+media_source.id, function(e){
console.log(e);
console.log(media_source.id);
get_and_show_media(media_source.id);
});
}
});
}
</script>
</body>
</html>
In the latest Chrome Canary (30.0.1587.2) it looks like you can enable device enumeration in chrome://flags (looks like it might already be enabled) and use the MediaStreamTrack.getSources API to select the camera.
See this WebRTC bug and mailing list post for more details.

Capturing video from web browser in HTML5

I'm trying to follow this guide on capturing video from webcam in HTML5
http://www.html5rocks.com/en/tutorials/getusermedia/intro/
I have copied and pasted the following code but Chrome does not ask for permission to use my camera
<video autoplay></video>
<script>
var onFailSoHard = function(e) {
console.log('Reeeejected!', e);
};
// Not showing vendor prefixes.
navigator.getUserMedia({video: true, audio: true}, function(localMediaStream) {
var video = document.querySelector('video');
video.src = window.URL.createObjectURL(localMediaStream);
// Note: onloadedmetadata doesn't fire in Chrome when using it with getUserMedia.
// See crbug.com/110938.
video.onloadedmetadata = function(e) {
// Ready to go. Do some stuff.
};
}, onFailSoHard);
</script>
Whereas when I click "capture video" in the guide it works, my webcam shows...
Another website has similar code but yet again it's not working for me
http://dev.opera.com/articles/view/playing-with-html5-video-and-getusermedia-support/
<!-- HTML code -->
<video id="sourcevid" autoplay>Put your fallback message here.</video>
/* JavaScript code */
window.addEventListener('DOMContentLoaded', function() {
// Assign the <video> element to a variable
var video = document.getElementById('sourcevid');
// Replace the source of the video element with the stream from the camera
if (navigator.getUserMedia) {
navigator.getUserMedia('video', successCallback, errorCallback);
// Below is the latest syntax. Using the old syntax for the time being for backwards compatibility.
// navigator.getUserMedia({video: true}, successCallback, errorCallback);
function successCallback(stream) {
video.src = stream;
}
function errorCallback(error) {
console.error('An error occurred: [CODE ' + error.code + ']');
return;
}
} else {
console.log('Native web camera streaming (getUserMedia) is not supported in this browser.');
return;
}
}, false);
I was wondering if I'm missing something or has something changed, because none of the sample code has worked for me so far.
Found out what was happening. For anyone wondering, on Chrome you only have access to the webcam if running from a server. It won't work on just a file.

Youtube autoplay not working on mobile devices with embedded HTML5 player

To my problem, I have one link . I want to play the video by clicking the link in a fancybox overlay window. This is not a problem. The problem is the parameters, for example "autoplay" or "autohide".
The following link doesn't work:
The Overlay-Window opened, but the video is not playing automatically.
EDIT: I want to use the HTML5 Player on mobile devices. On a desktop-browser it works with the parameters, but not on mobile devices.
As it turns out, autoplay cannot be done on iOS devices (iPhone, iPad, iPod touch) and Android.
See https://stackoverflow.com/a/8142187/2054512 and https://stackoverflow.com/a/3056220/2054512
Have a look on code below.
Tested and found working on Mobile and Tablet devices.
<!-- 1. The <iframe> (video player) will replace this <div> tag. -->
<div id="player"></div>
<script>
// 2. This code loads the IFrame Player API code asynchronously.
var tag = document.createElement('script');
tag.src = "https://www.youtube.com/iframe_api";
var firstScriptTag = document.getElementsByTagName('script')[0];
firstScriptTag.parentNode.insertBefore(tag, firstScriptTag);
// 3. This function creates an <iframe> (and YouTube player)
// after the API code downloads.
var player;
function onYouTubeIframeAPIReady() {
player = new YT.Player('player', {
height: '390',
width: '640',
videoId: 'M7lc1UVf-VE',
events: {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange
}
});
}
// 4. The API will call this function when the video player is ready.
function onPlayerReady(event) {
event.target.playVideo();
}
// 5. The API calls this function when the player's state changes.
// The function indicates that when playing a video (state=1),
// the player should play for six seconds and then stop.
var done = false;
function onPlayerStateChange(event) {
if (event.data == YT.PlayerState.PLAYING && !done) {
setTimeout(stopVideo, 6000);
done = true;
}
}
function stopVideo() {
player.stopVideo();
}
</script>
The code below was tested on iPhone, iPad (iOS13), Safari (Catalina). It was able to autoplay the YouTube video on all devices. Make sure the video is muted and the playsinline parameter is on. Those are the magic parameters that make it work.
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=2.0, minimum-scale=1.0, user-scalable=yes">
</head>
<body>
<!-- 1. The <iframe> (video player) will replace this <div> tag. -->
<div id="player"></div>
<script>
// 2. This code loads the IFrame Player API code asynchronously.
var tag = document.createElement('script');
tag.src = "https://www.youtube.com/iframe_api";
var firstScriptTag = document.getElementsByTagName('script')[0];
firstScriptTag.parentNode.insertBefore(tag, firstScriptTag);
// 3. This function creates an <iframe> (and YouTube player)
// after the API code downloads.
var player;
function onYouTubeIframeAPIReady() {
player = new YT.Player('player', {
width: '100%',
videoId: 'osz5tVY97dQ',
playerVars: { 'autoplay': 1, 'playsinline': 1 },
events: {
'onReady': onPlayerReady
}
});
}
// 4. The API will call this function when the video player is ready.
function onPlayerReady(event) {
event.target.mute();
event.target.playVideo();
}
</script>
</body>
</html>
The official statement "Due to this restriction, functions and parameters such as autoplay, playVideo(), loadVideoById() won't work in all mobile environments.
Reference: https://developers.google.com/youtube/iframe_api_reference
There is a way to make youtube autoplay, and complete playlists play through. Get Adblock browser for Android, and then go to the youtube website, and and configure it for the desktop version of the page, close Adblock browser out, and then reopen, and you will have the desktop version, where autoplay will work.
Using the desktop version will also mean that AdBlock will work. The mobile version invokes the standalone YouTube player, which is why you want the desktop version of the page, so that autoplay will work, and so ad blocking will work.
How to use a Youtube channel live url to embed and autoplay. Instead of Video ID that has to be constantly updated for live stream changes.
I mixed two sets of code and came up with a working auto play Youtube video embed from a channel live stream.
My thanks to both of the other contributors for their help. Hopefully this helps someone else some time.
Example stream
https://www.youtube.com/embed/live_stream?channel=UCwobzUc3z-0PrFpoRxNszXQ
The code below by Zubi answered Nov 25 '16 at 7:20 works with Youtube videos.
With code by Darien Chaffart found at
https://stackoverflow.com/a/61126012/1804252
Example
<html>
<head>
</head>
<body>
<center>
<script src="https://www.youtube.com/iframe_api"></script>
<!-- Insert Livestream Video -->
<iframe id="live-video" src="https://www.youtube.com/embed/live_stream?channel=UCwobzUc3z-0PrFpoRxNszXQ&enablejsapi=1" width="100%" height="100%" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen enablejsapi="1"></iframe>
<!-- Basic API code for Youtube videos -->
<script>
var player;
function onYouTubeIframeAPIReady() {
player = new YT.Player('live-video', {
events: {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange
}
});
}
function onPlayerReady() {
var url = player.getVideoUrl(); /*Use Youtube API to pull Video URL*/
var match = url.match(/[?&]v=([^&]+)/);
var videoId = match[1]; /*Use regex to determine exact Video URL*/
// Insert a new iFrame for the livestream chat after a specific div named chatframe*/
var livevid = document.createElement("iframe");
livevid.src = 'https://www.youtube.com/live_chat?v=' + videoId + ''
livevid.width = '100%';
livevid.height= '100%';
document.getElementById("chatframe").appendChild(livevid);
}
function onPlayerStateChange() {
}
function onPlayerReady(event) {
event.target.playVideo();
}
// The API calls this function when the player's state changes.
// The function indicates that when playing a video (state=1),
// the player should play for six seconds and then stop.
var done = false;
function onPlayerStateChange(event) {
if (event.data == YT.PlayerState.PLAYING && !done) {
setTimeout(stopVideo, 90000000);
done = true;
}
}
function stopVideo() {
player.stopVideo();
}
</script>
</center>
</body>
</html>