continous speech recognition with Webkit speech api - html

i started using this browser(chrome) feature.
i ve written a JS based on this , but the problem is even , it recognises the speech only once and ends . its not going continuously, i need to press the button again and again to start speech recognition . tell me where i should tweak . i ve set "recognition.continuous=true" still not helping ?
var recognition = new webkitSpeechRecognition();
recognition.continuous = true;
recognition.interimResults = true;
recognition.onstart = function() {
console.log("Recognition started");
};
recognition.onresult = function(event){
console.log(event.results);
};
recognition.onerror = function(e) {
console.log("Error");
};
recognition.onend = function() {
console.log("Speech recognition ended");
};
function start_speech() {
recognition.lang = 'en-IN'; // 'en-US' works too, as do many others
recognition.start();
}
I call "start_speech" from a button ! thats it

I know this is an old thread, but I had this problem too. I found that, even with the continuous flag set, if there are pauses in the input speech, a "no-speech" error gets thrown (triggers the onerror event) and the engine is shut down. I just added code in the onend to restart the engine:
recognition.onend = function() {
recognition.start();
};
The next problem you might get is, every time the engine restarts, the user has to re-grant permission to let the browser use the microphone. The only solution at this time seems to be to make sure you connect to your site over HTTPS (source: http://updates.html5rocks.com/2013/01/Voice-Driven-Web-Apps-Introduction-to-the-Web-Speech-API bottom of post in bold)

Perhaps the typo on this line:
recognition.continuos = true;
Should equal:
recognition.continuous = true;

recognition.onend = function(){
recognition.start();
// sets off a beep/noise each time it is accessed from a cell phone (Andoid).
// does NOT if accessed from a desktop (Windows using Chrome).
};

Related

Chrome's webkitSpeechRecognition ends randomly

I'm using the Web Speech API to capture voice commands on my webpage, but the recognizer ends (it stops listening and fires the onend event) after a certain period of time.
Why does this happen? Can I prevent it?
Here is all the code needed to have a voice recognizing page (40 Lines) and reproduce the error. It will alert "end" when the recognizer stops listening.
<h1>Voice Recognizer</h1>
<script>
if (!('webkitSpeechRecognition' in window)) {
alert('Your browser does not support speech recognition.');
} else {
var recognition = new webkitSpeechRecognition();
recognition.continuous = true;
recognition.interimResults = true;
recognition.onstart = function() {
console.log('started');
}
recognition.onresult = function() {
interim_transcript = '';
for (var i = event.resultIndex; i < event.results.length; ++i) {
if (event.results[i].isFinal) {
final_transcript += event.results[i][0].transcript;
} else {
interim_transcript += event.results[i][0].transcript;
}
}
console.log('interim result:', interim_transcript);
console.log('final reuslt:', final_transcript);
}
recognition.onerror = function() { alert('error'); }
recognition.onend = function() { alert('end'); }
function startListening(e){
final_transcript = '';
recognition.start();
}
startListening();
}
</script>
Google tries to limit the amount of processed data because it loads their servers. Restart speech recognition once it is over or use some offline processing like Pocketsphinx.JS
First of all google has given 60 seconds of recording time as of now, and it is very efficient in listening, so i would suggest that you increase your speaking speed. If your speech takes more than 60 secs, then webkit will trigger the onspeechend() function that leads to stopping of your code. either way if you can write your own trigger for onspeechend() and again call your function from within, then it should work for you as it would start a new instance and would continue with your text, unless you clear it.

Live audio via socket.io 1.0

As from socket.io website
Binary streaming
Starting in 1.0, it's possible to send any blob back and forth: image, audio, video.
I'm now wondering, if this couldn't be the solution for something I'm trying to achieve recently.
I'm actually looking for a way how to broadcast live audio stream from (A - ie, mic input..) to all clients connected to a website of mine. Is something like this possible? I've been messing with WebRTC (https://www.webrtc-experiment.com/) examples but I haven't been able to manage the goal for more than few connected clients.
My idea is about something like getUserMedia or any other audio source (PCM, whatever..) on side A being chopped to chunks and provided to client and played for example by html5 audio element or anything.. I need to make that stream as much realtime as possible, no shout/ice cast services werent fast enough (indeed, they arent solution to my problem, they're meant to be used this way) and I don't really care about the audio quality. Crossplatform compatibility would be awesome.
Is something like that possible? By using socket.io as way how to provide those data to clients?
I would be very grateful for any reference, hint or source that could help me achieve this.
Thanks a lot.
This example shows you how to use the MediaRecorder to upload audio and then forward it using socket.io. This code will only broadcast after you're called mediaRecorder.stop(). You can choose to broadcast inside of ondataavailable. If you do that, you might want to pass a timeslice to mediaRecorder.start(), so that it doesn't trigger ondataavailable so often.
This solution isn't truly live, but I think it will help people who come back and find this question.
Client Code
var constraints = { audio: true };
navigator.mediaDevices.getUserMedia(constraints).then(function(mediaStream) {
var mediaRecorder = new MediaRecorder(mediaStream);
mediaRecorder.onstart = function(e) {
this.chunks = [];
};
mediaRecorder.ondataavailable = function(e) {
this.chunks.push(e.data);
};
mediaRecorder.onstop = function(e) {
var blob = new Blob(this.chunks, { 'type' : 'audio/ogg; codecs=opus' });
socket.emit('radio', blob);
};
// Start recording
mediaRecorder.start();
// Stop recording after 5 seconds and broadcast it to server
setTimeout(function() {
mediaRecorder.stop()
}, 5000);
});
// When the client receives a voice message it will play the sound
socket.on('voice', function(arrayBuffer) {
var blob = new Blob([arrayBuffer], { 'type' : 'audio/ogg; codecs=opus' });
var audio = document.createElement('audio');
audio.src = window.URL.createObjectURL(blob);
audio.play();
});
Server Code
socket.on('radio', function(blob) {
// can choose to broadcast it to whoever you want
socket.broadcast.emit('voice', blob);
});
In the Client Code you can write setInterval() instead of setTimeout() and then recursively call mediaRecorder.start() so that every 5 seconds the blob will be emitted continuously.
setInterval(function() {
mediaRecorder.stop()
mediaRecorder.start()
}, 5000);
Client Code
var constraints = { audio: true };
navigator.mediaDevices.getUserMedia(constraints).then(function(mediaStream) {
var mediaRecorder = new MediaRecorder(mediaStream);
mediaRecorder.onstart = function(e) {
this.chunks = [];
};
mediaRecorder.ondataavailable = function(e) {
this.chunks.push(e.data);
};
mediaRecorder.onstop = function(e) {
var blob = new Blob(this.chunks, { 'type' : 'audio/ogg; codecs=opus' });
socket.emit('radio', blob);
};
// Start recording
mediaRecorder.start();
// Stop recording after 5 seconds and broadcast it to server
setInterval(function() {
mediaRecorder.stop()
mediaRecorder.start()
}, 5000);
});
// When the client receives a voice message it will play the sound
socket.on('voice', function(arrayBuffer) {
var blob = new Blob([arrayBuffer], { 'type' : 'audio/ogg; codecs=opus' });
var audio = document.createElement('audio');
audio.src = window.URL.createObjectURL(blob);
audio.play();
});
Server Code
socket.on('voice', function(blob) {
// can choose to broadcast it to whoever you want
socket.broadcast.emit('voice', blob);
});

Getting the list of voices in speechSynthesis (Web Speech API)

Following HTML shows empty array in console on first click:
<!DOCTYPE html>
<html>
<head>
<script>
function test(){
console.log(window.speechSynthesis.getVoices())
}
</script>
</head>
<body>
Test
</body>
</html>
In second click you will get the expected list.
If you add onload event to call this function (<body onload="test()">), then you can get correct result on first click. Note that the first call on onload still doesn't work properly. It returns empty on page load but works afterward.
Questions:
Since it might be a bug in beta version, I gave up on "Why" questions.
Now, the question is if you want to access window.speechSynthesis on page load:
What is the best hack for this issue?
How can you make sure it will load speechSynthesis, on page load?
Background and tests:
I was testing the new features in Web Speech API, then I got to this problem in my code:
<script type="text/javascript">
$(document).ready(function(){
// Browser support messages. (You might need Chrome 33.0 Beta)
if (!('speechSynthesis' in window)) {
alert("You don't have speechSynthesis");
}
var voices = window.speechSynthesis.getVoices();
console.log(voices) // []
$("#test").on('click', function(){
var voices = window.speechSynthesis.getVoices();
console.log(voices); // [SpeechSynthesisVoice, ...]
});
});
</script>
<a id="test" href="#">click here if 'ready()' didn't work</a>
My question was: why does window.speechSynthesis.getVoices() return empty array, after page is loaded and onready function is triggered? As you can see if you click on the link, same function returns an array of available voices of Chrome by onclick triger?
It seems Chrome loads window.speechSynthesis after the page load!
The problem is not in ready event. If I remove the line var voice=... from ready function, for first click it shows empty list in console. But the second click works fine.
It seems window.speechSynthesis needs more time to load after first call. You need to call it twice! But also, you need to wait and let it load before second call on window.speechSynthesis. For example, following code shows two empty arrays in console if you run it for first time:
// First speechSynthesis call
var voices = window.speechSynthesis.getVoices();
console.log(voices);
// Second speechSynthesis call
voices = window.speechSynthesis.getVoices();
console.log(voices);
According to Web Speech API Errata (E11 2013-10-17), the voice list is loaded async to the page. An onvoiceschanged event is fired when they are loaded.
voiceschanged: Fired when the contents of the SpeechSynthesisVoiceList, that the getVoices method will return, have changed. Examples include: server-side synthesis where the list is determined asynchronously, or when client-side voices are installed/uninstalled.
So, the trick is to set your voice from the callback for that event listener:
// wait on voices to be loaded before fetching list
window.speechSynthesis.onvoiceschanged = function() {
window.speechSynthesis.getVoices();
...
};
You can use a setInterval to wait until the voices are loaded before using them however you need and then clearing the setInterval:
var timer = setInterval(function() {
var voices = speechSynthesis.getVoices();
console.log(voices);
if (voices.length !== 0) {
var msg = new SpeechSynthesisUtterance(/*some string here*/);
msg.voice = voices[/*some number here to choose from array*/];
speechSynthesis.speak(msg);
clearInterval(timer);
}
}, 200);
$("#test").on('click', timer);
After studying the behavior on Google Chrome and Firefox, this is what can get all voices:
Since it involves something asynchronous, it might be best done with a promise:
const allVoicesObtained = new Promise(function(resolve, reject) {
let voices = window.speechSynthesis.getVoices();
if (voices.length !== 0) {
resolve(voices);
} else {
window.speechSynthesis.addEventListener("voiceschanged", function() {
voices = window.speechSynthesis.getVoices();
resolve(voices);
});
}
});
allVoicesObtained.then(voices => console.log("All voices:", voices));
Note:
When the event voiceschanged fires, we need to call .getVoices() again. The original array won't be populated with content.
On Google Chrome, we don't have to call getVoices() initially. We only need to listen on the event, and it will then happen. On Firefox, listening is not enough, you have to call getVoices() and then listen on the event voiceschanged, and set the array using getVoices() once you get notified.
Using a promise makes the code more clean. Everything related to getting voices are in this promise code. If you don't use a promise but instead put this code in your speech routine, it is quite messy.
You can write a voiceObtained promise to resolve to a voice you want, and then your function to say something can just do: voiceObtained.then(voice => { }) and inside that handler, call the window.speechSynthesis.speak() to speak something. Or you can even write a promise speechReady("hello world").then(speech => { window.speechSynthesis.speak(speech) }) to say something.
heres the answer
function synthVoice(text) {
const awaitVoices = new Promise(resolve=>
window.speechSynthesis.onvoiceschanged = resolve)
.then(()=> {
const synth = window.speechSynthesis;
var voices = synth.getVoices();
console.log(voices)
const utterance = new SpeechSynthesisUtterance();
utterance.voice = voices[3];
utterance.text = text;
synth.speak(utterance);
});
}
At first i used onvoiceschanged , but it kept firing even after the voices was loaded, so my goal was to avoid onvoiceschanged at all cost.
This is what i came up with. It seems to work so far, will update if it breaks.
loadVoicesWhenAvailable();
function loadVoicesWhenAvailable() {
voices = synth.getVoices();
if (voices.length !== 0) {
console.log("start loading voices");
LoadVoices();
}
else {
setTimeout(function () { loadVoicesWhenAvailable(); }, 10)
}
}
setInterval solution by Salman Oskooi was perfect
Please see https://jsfiddle.net/exrx8e1y/
function myFunction() {
dtlarea=document.getElementById("details");
//dtlarea.style.display="none";
dtltxt="";
var mytimer = setInterval(function() {
var voices = speechSynthesis.getVoices();
//console.log(voices);
if (voices.length !== 0) {
var msg = new SpeechSynthesisUtterance();
msg.rate = document.getElementById("rate").value; // 0.1 to 10
msg.pitch = document.getElementById("pitch").value; //0 to 2
msg.volume = document.getElementById("volume").value; // 0 to 1
msg.text = document.getElementById("sampletext").value;
msg.lang = document.getElementById("lang").value; //'hi-IN';
for(var i=0;i<voices.length;i++){
dtltxt+=voices[i].lang+' '+voices[i].name+'\n';
if(voices[i].lang==msg.lang) {
msg.voice = voices[i]; // Note: some voices don't support altering params
msg.voiceURI = voices[i].voiceURI;
// break;
}
}
msg.onend = function(e) {
console.log('Finished in ' + event.elapsedTime + ' seconds.');
dtlarea.value=dtltxt;
};
speechSynthesis.speak(msg);
clearInterval(mytimer);
}
}, 1000);
}
This works fine on Chrome for MAC, Linux(Ubuntu), Windows and Android
Android has non-standard en_GB wile others have en-GB as language code
Also you will see that same language(lang) has multiple names
On Mac Chrome you get en-GB Daniel besides en-GB Google UK English Female and n-GB Google UK English Male
en-GB Daniel (Mac and iOS)
en-GB Google UK English Female
en-GB Google UK English Male
en_GB English United Kingdom
hi-IN Google हिन्दी
hi-IN Lekha (Mac and iOS)
hi_IN Hindi India
Another way to ensure voices are loaded before you need them is to bind their loading state to a promise, and then dispatch your speech commands from a then:
const awaitVoices = new Promise(done => speechSynthesis.onvoiceschanged = done);
function listVoices() {
awaitVoices.then(()=> {
let voices = speechSynthesis.getVoices();
console.log(voices);
});
}
When you call listVoices, it will either wait for the voices to load first, or dispatch your operation on the next tick.
I used this code to load voices successfully:
<select id="voices"></select>
...
function loadVoices() {
populateVoiceList();
if (speechSynthesis.onvoiceschanged !== undefined) {
speechSynthesis.onvoiceschanged = populateVoiceList;
}
}
function populateVoiceList() {
var allVoices = speechSynthesis.getVoices();
allVoices.forEach(function(voice, index) {
var option = $('<option>').val(index).html(voice.name).prop("selected", voice.default);
$('#voices').append(option);
});
if (allVoices.length > 0 && speechSynthesis.onvoiceschanged !== undefined) {
// unregister event listener (it is fired multiple times)
speechSynthesis.onvoiceschanged = null;
}
}
I found the 'onvoiceschanged' code from this article: https://hacks.mozilla.org/2016/01/firefox-and-the-web-speech-api/
Note: requires JQuery.
Works in Firefox/Safari and Chrome (and in Google Apps Script too - but only in the HTML).
async function speak(txt) {
await initVoices();
const u = new SpeechSynthesisUtterance(txt);
u.voice = speechSynthesis.getVoices()[3];
speechSynthesis.speak(u);
}
function initVoices() {
return new Promise(function (res, rej){
speechSynthesis.getVoices();
if (window.speechSynthesis.onvoiceschanged) {
res();
} else {
window.speechSynthesis.onvoiceschanged = () => res();
}
});
}
While the accepted answer works great but if you're using SPA and not loading full-page, on navigating between links, the voices will not be available.
This will run on a full-page load
window.speechSynthesis.onvoiceschanged
For SPA, it wouldn't run.
You can check if it's undefined, run it, or else, get it from the window object.
An example that works:
let voices = [];
if(window.speechSynthesis.onvoiceschanged == undefined){
window.speechSynthesis.onvoiceschanged = () => {
voices = window.speechSynthesis.getVoices();
}
}else{
voices = window.speechSynthesis.getVoices();
}
// console.log("voices", voices);
I had to do my own research for this to make sure I understood it properly, so just sharing (feel free to edit).
My goal is to:
Get a list of voices available on my device
Populate a select element with those voices (after a particular page loads)
Use easy to understand code
The basic functionality is demonstrated in MDN's official live demo of:
https://github.com/mdn/web-speech-api/tree/master/speak-easy-synthesis
but I wanted to understand it better.
To break the topic down...
SpeechSynthesis
The SpeechSynthesis interface of the Web Speech API is the controller
interface for the speech service; this can be used to retrieve
information about the synthesis voices available on the device, start
and pause speech, and other commands besides.
Source
onvoiceschanged
The onvoiceschanged property of the SpeechSynthesis interface
represents an event handler that will run when the list of
SpeechSynthesisVoice objects that would be returned by the
SpeechSynthesis.getVoices() method has changed (when the voiceschanged
event fires.)
Source
Example A
If my application merely has:
var synth = window.speechSynthesis;
console.log(synth);
console.log(synth.onvoiceschanged);
Chrome developer tools console will show:
Example B
If I change the code to:
var synth = window.speechSynthesis;
console.log("BEFORE");
console.log(synth);
console.log(synth.onvoiceschanged);
console.log("AFTER");
var voices = synth.getVoices();
console.log(voices);
console.log(synth);
console.log(synth.onvoiceschanged);
The before and after states are the same, and voices is an empty array.
Solution
Although i'm not confident implementing Promises, the following worked for me:
Defining the function
var synth = window.speechSynthesis;
// declare so that values are accessible globally
var voices = [];
function set_up_speech() {
return new Promise(function(resolve, reject) {
// get the voices
var voices = synth.getVoices();
// get reference to select element
var $select_topic_speaking_voice = $("#select_topic_speaking_voice");
// for each voice, generate select option html and append to select
for (var i = 0; i < voices.length; i++) {
var option = $("<option></option>");
var suffix = "";
// if it is the default voice, add suffix text
if (voices[i].default) {
suffix = " -- DEFAULT";
}
// create the option text
var option_text = voices[i].name + " (" + voices[i].lang + suffix + ")";
// add the option text
option.text(option_text);
// add option attributes
option.attr("data-lang", voices[i].lang);
option.attr("data-name", voices[i].name);
// append option to select element
$select_topic_speaking_voice.append(option);
}
// resolve the voices value
resolve(voices)
});
}
Calling the function
// in your handler, populate the select element
if (page_title === "something") {
set_up_speech()
}
Android Chrome - turn off data saver. It was helpfull for me.(Chrome 71.0.3578.99)
// wait until the voices load
window.speechSynthesis.onvoiceschanged = function() {
window.speechSynthesis.getVoices();
};
let voices = speechSynthesis.getVoices();
let gotVoices = false;
if (voices.length) {
resolve(voices, message);
} else {
speechSynthesis.onvoiceschanged = () => {
if (!gotVoices) {
voices = speechSynthesis.getVoices();
gotVoices = true;
if (voices.length) resolve(voices, message);
}
};
}
function resolve(voices, message) {
var synth = window.speechSynthesis;
let utter = new SpeechSynthesisUtterance();
utter.lang = 'en-US';
utter.voice = voices[65];
utter.text = message;
utter.volume = 100.0;
synth.speak(utter);
}
Works for Edge, Chrome and Safari - doesn't repeat the sentences.

chrome indexed database setVersion request filled with exceptions

I am trying to get the following code to work on chrom by using setVersion (as onupgradeneeded is not available yet).
The IDBVersionChangeRequest is filled with IDBDatabaseException. And the onsuccess function could not be called. I need to create an ObjectStore within the onsuccess function.
specifically this line: request = browserDatabase._db.setVersion(browserDatabase._dbVersion.toString());
Below is my code. Any help would be greatly appreciated...
browserDatabase._db = null;
browserDatabase._dbVersion = 4;
browserDatabase._dbName = "mediaStorageDB";
browserDatabase._storeName = "myStore";
var request = indexedDB.open(browserDatabase._dbName);
// database exist
request.onsuccess = function(e)
{
browserDatabase._db = e.target.result;
// this is specifically for chrome, because it does not support onupgradeneeded
if (browserDatabase._dbVersion != browserDatabase._db.version)
{
request = browserDatabase._db.setVersion(browserDatabase._dbVersion.toString());
request.onerror = function(e) { alert("error") };
request.onblocked = function(e)
{
b = 11; // for some reason the code goes here...
}
request.onsuccess = function(e)
{
browserDatabase._db.createObjectStore(browserDatabase._storeName, {autoIncrement: true});
}
}
}
In your code sample you say you come in to the onblocked callback. The only way you can get in this callback is when you have still open transactions/connections to your db. (aside the one you are working in.) This means you will have to close all other transactions/connections before you can call the setVersion.
When wired things happen to IndexedDB, I "Clear data from hosted apps", quit Chrome windows and take a cup of coffee. After that everything work fine. :-D
browserDatabase._dbVersion < browserDatabase._db.version. Downgrading is not possible. dbVersion = 4 should not be consider lightly. You might open other tab with dbVersion = 5, or browser may be waining your response elsewhere or itself updating. All these are not worth to trace the reasons behind.

Geolocation feedback while accepting the request

the geolocation implementation is quite good and got few steps to observe but only on thing is missing, i guess.
Im not able to see if the user accepted the request or not ( before i get the position object ), i dunno if the user just ignores my request ( during my timeout ) or if the request just get lost ( and the failure callback doesnt get called for no reason ).
It would be useful to set a timestamp when the user accepts the request, i couldnt find anything which gives me that kind of response.
Based on my new understanding of what you are after, you want something like this.
(Tested: in Opera - works, Firefox 3.6 & Chrome 8 - not so much (I need more time to debug))
Scenario:
Page attempts to get location... but user ignores the prompt completely thus there is no (accept or deny) and since the request for the location is never sent, there is no timeout either!
Based on this you may want to add your own logic to handle this scenario. For the sake of this example, I'm going to prototype my own "wrapper" method. (for the picky - I'm not condoning using globals etc. I was just trying to get something to work)
navigator.geolocation.requestCurrentPosition = function(successCB, errorCB, timeoutCB, timeoutThreshold, options){
var successHandler = successCB;
var errorHandler = errorCB;
window.geolocationTimeoutHandler = function(){
timeoutCB();
}
if(typeof(geolocationRequestTimeoutHandler) != 'undefined'){
clearTimeout(window['geolocationRequestTimeoutHandler']);//clear any previous timers
}
var timeout = timeoutThreshold || 30000;//30 seconds
window['geolocationRequestTimeoutHandler'] = setTimeout('geolocationTimeoutHandler()', timeout);//set timeout handler
navigator.geolocation.getCurrentPosition(
function(position){
clearTimeout(window['geolocationRequestTimeoutHandler']);
successHandler(position);
},
function(error){
clearTimeout(window['geolocationRequestTimeoutHandler']);
errorHandler(error);
},
options
);
};
function timeoutCallback(){
alert('Hi there! we are trying to locate you but you have not answered the security question yet.\n\nPlease choose "Share My Location" to enable us to find you.');
}
function successCallback(position){
var msg = '';
msg += 'Success! you are at: ';
msg += '\nLatitude: ' + position.coords.latitude;
msg += '\nLongitude: ' + position.coords.longitude;
msg += '\nAltitude: ' + position.coords.altitude;
msg += '\nAccuracy: ' + position.coords.accuracy;
msg += '\nHeading: ' + position.coords.heading;
msg += '\nSpeed: ' + position.coords.speed;
alert(msg);
}
function errorCallback(error){
if(error.PERMISSION_DENIED){
alert("User denied access!");
} else if(error.POSITION_UNAVAILABLE){
alert("You must be hiding in Area 51!");
} else if(error.TIMEOUT){
alert("hmmm we timed out trying to find where you are hiding!");
}
}
navigator.geolocation.requestCurrentPosition(successCallback, errorCallback, timeoutCallback, 7000, {maximumAge:10000, timeout:0});
The concept is to set up a timer first (defaults to 30 seconds if not set). If the user doesn't do anything before the timer expires, a timeoutCallback is called.
Notes:
Some UI's (e.g. iPhone/iPad/iPod Safari) may make the Allow/Deny prompt modal - thus the user can't really continue until they pick something (I'd suggest to leave these users alone and let the default UI handle things
If the user Allows the request (late), the timeout may still fire before the response comes back - I don't think there is anything you can do about this
Code above is an example only... it needs cleaning up.
It is part of the Geolocation API:
// navigator.geolocation.getCurrentPosition(successCallback, errorCallback, options);
navigator.geolocation.getCurrentPosition(
function(position){
//do something with position;
}, function(){
//handle condition where position is not available
//more specifically you can check the error code...
//error.code == 1
if(error.PERMISSION_DENIED){
alert("you denied me! ");
}
});
If you specify the errorCallback... then you can track if the user has declined to provide access.
Possible error codes include:
error.PERMISSION_DENIED (numeric value 1)
error.POSITION_UNAVAILABLE (numeric value 2)
error.TIMEOUT (numeric value 3)
Tested it successful in FF 3.5, Opera 10.6, Chrome8, IE6-8..
var succeed = function(obj) {
navigator.geolocation.received = true;
!navigator.geolocation.timedout?alert('GOT YAH'):alert('GOT YAH but user was to slow');
};
var failed = function(obj) {
navigator.geolocation.received = true;
!navigator.geolocation.timedout?alert('just failed'):alert('failed and user was to slow as well, tzz ._.');
};
var timedout = function() {
navigator.geolocation.timedout = true; // could be used for other callbacks to trace if its timed out or not
!navigator.geolocation.received?alert('Request timed out'):null;
}
// Extend geolocation object
if ( navigator.geolocation ) {
navigator.geolocation.retrievePermission = function retrievePermission(succeed,failed,options,timeout) {
this.received = false; // reference for timeout callback
this.timedout = false; // reference for other callbacks
this.getCurrentPosition.apply(this,arguments); // actual request
// Trigger timeout with its function; default timeout offset 5000ms
if ( timeout ) {
setTimeout(timeout.callback,timeout.offset || 5000);
}
}
// New location request with timeout callback
navigator.geolocation.retrievePermission(succeed,failed,{},{
offset: 10000, // miliseconds
callback: timedout
});
// Awesome thingy is not implemented
} else {
alert('geolocation is not supported');
}
With that workaround we know if the request timedout, even when the succeess / failure callback get called afterwards.