I am working on a project which is in html5. I am testing it in ipad. I have one background audio which play when page load. I made all code to play it, but it not play when it page load. If i click on play button then it play nicely.
Now what i want is to play audio automatically (autoplay). Below is my code,
$(document).ready(function() {
var audioElement = document.createElement('audio');
audioElement.setAttribute('src', 'S6.mp3');
audioElement.controls = true;
audioElement.load();
audioElement.play();
audioElement.play();
$('.play').live('click',function() {
//alert('play'); // alert('asdsad');
audioElement.play();
$("#play").removeClass("play").addClass("pause");
});
$('.pause').live('click',function() {
// alert('pause'); // alert('4545');
audioElement.pause();
//$("#play").html('<a href="#" title="Play" class="play" id="play">');
$("#play").removeClass("pause").addClass("play");
});
$('.soundhover').live('click',function() {
audioElement.volume=0;
$("#off").removeClass("soundhover").addClass("soundoff");
});
$('.soundoff').live('click',function() {
audioElement.volume=1;
$("#off").removeClass("soundoff").addClass("soundhover");
});
});
autoplay doesn't work on iOS:
https://developer.apple.com/library/archive/documentation/AudioVideo/Conceptual/Using_HTML5_Audio_Video/Device-SpecificConsiderations/Device-SpecificConsiderations.html#//apple_ref/doc/uid/TP40009523-CH5-SW1
Related
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();
}
});
I want to beuild web app that the user will upload a image from device camera.
I know that I can use <input type="file" accept="image/*" capture="camera">.
My question is that if there is a way to "embed" the camera screen in the page itself. In other words, I want that the screen will look like this:
I suggest you can read the article Capturing Audio & Video in HTML5.
Here is the code to access your camera:
<video autoplay></video>
<script>
var errorCallback = 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.
};
}, errorCallback);
</script>
Taking screenshots:
<video autoplay></video>
<img src="">
<canvas style="display:none;"></canvas>
<script>
var video = document.querySelector('video');
var canvas = document.querySelector('canvas');
var ctx = canvas.getContext('2d');
var localMediaStream = null;
function snapshot() {
if (localMediaStream) {
ctx.drawImage(video, 0, 0);
// "image/webp" works in Chrome.
// Other browsers will fall back to image/png.
document.querySelector('img').src = canvas.toDataURL('image/webp');
}
}
video.addEventListener('click', snapshot, false);
// Not showing vendor prefixes or code that works cross-browser.
navigator.getUserMedia({video: true}, function(stream) {
video.src = window.URL.createObjectURL(stream);
localMediaStream = stream;
}, errorCallback);
</script>
Video tag is there HTML5 to handle this. and you need to use getUserMedia api to handle the streaming. most of the modern browsers supports it. To validate whether it is supported, use javascript to check that. You can try this:
if(navigator.getUserMedia()) ....
Here's a good tutorial on how to use a web cam to capture images. The same person also has a tutorial on capturing video to GIFs.
http://davidwalsh.name/browser-camera
HTML 5 Image capture tutorial & demo
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.
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>
I declare a audio file in my page:
var audio = new Audio('my.mp3');
then I use click event to play it:
$(document).click(function () {
audio.currentTime = 0; // to make sure it play from the begain
audio.play();
})
It can play only at the first click time, after it ended, I click the document, it can not play again.How can I let it play again?
I tested this in Chrome and an exception occurs due to the audio.currentTime statement.
This worked (also in IE9):
$(document).click(function () {
audio.src = "my.mp3";
audio.play();
})