In Safari 5.1 and later, you can choose any HTML element and expand it to fill the screen, allowing you to use your own custom controls while playing video in full-screen mode. HTML5 media elements expose a full set of methods, properties, and events to JavaScript for interactivity, and because the media elements are HTML, they can be styled using CSS to create exactly the look and feel you want. If you want to provide your own media controller on the desktop or iPad, just leave out the controls attribute. The controls automatically fade out when the video is playing and fade in when the user hovers over the video or touches it. In Safari 5.0 and later on the desktop and on iOS 4.2 on the iPad, the controls also include a full-screen playback toggle on the lower right. In Safari, the built-in video controls include a play/pause button, volume control, and a time scrubber. The audio or video downloads and plays in your webpage with built-in controls. There are no plug-ins to install or configure. Just include the or element, use the src attribute to identify the media source, and include the controls attribute. The HTML5 and tags make it simple to add media to your website. When you use HTML5, you can create your own customized media controllers for rich interactivity using web-standard CSS and JavaScript. The HTML5 media elements provide simple fallback for browsers that still need to use plug-ins, so you can update your website to HTML5 today and still be compatible with older browsers. With HTML5, you can add media to a webpage with just a line or two of code. HTML5 supports audio and video playback natively in the browser, without requiring a plug-in. HTML5 is the next major version of HTML, the primary standard that determines how web content interacts with browsers. To get your audio to autoplay on mobile you will need to fire the play(…) event when the user follows the link to get to your audio, or some other event that you know for certain will happen.If you embed audio or video in your website, you should use HTML5. Most mobile browsers have weakened their grip and allow the “load(…)” method to fire independently. What this means is that the Audio attributes “autoplay”, “autobuffer”, and “preload” do not work, and also the media event “play(…)” often must be initiated by user action, like a click or blur event. When it comes to mobile coverage is less perfect, as mentioned before.Īll mobile browsers attempt to decrease the amount of data consumed by media objects by disabling events that cause auto-downloading. This includes all attributes with spotty coverage in mobile browsers, like autoplay, multiple audio streams, and auto-buffering. The only browser that will not support the full range of audio element features is IE 8 and below. The Audio element is broadly supported across most desktop browsers. Use at your own risk, and build your own interface for interacting with the Audio Object if you are looking for consistency. The danger here is that this audio player will look differently depending on the browser that you are using. When you append the element somewhere in the DOM it will produce something that looks like this: This is fairly simple to do just mark the “controls” attribute as true. If you decide to not create your own audio player you can use the HTML native audio player. here’s a little snippet: if (AudioElement.canPlayType(‘audio/wav ’)) Using native controls It is a good idea to actually set the audio source from javascript rather than explicitly defining it in the HTML, because this makes it easier to accommodate browser fallbacks. The src attribute specifies where the audio is coming from. Here’s a list of the most important Audio Object events: Īnd important methods: Specifying the src The Audio Object also has several methods and events that are really important to be able to call and hook onto. When it comes to its unique properties there are not too many - here’s a list: It has a LOT of attributes and events, many are shared with the Media object which is its parent class. So how do you instantiate an JS Audio Object? It all starts with var audio = new Audio(“url”) Despite its size and modest appearance, it is still capable of streaming, downloading and buffering your audio based media, accommodating browser fallbacks, This is a post about a tiny little javascript object - with a widget no bigger than a pinky finger depending on your browser zoom, and with usually just two or three buttons. Everything you ever wanted to know about the HTML5 Audio Player
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