On Monday, December 9, 2013 6:49:07 PM UTC-8, Bob Thulfram wrote:
> Or maybe audio isn't simple anymore. All I want to do is play an audio file.
>
>
>
> Here's my code:
>
>
>
> <!DOCTYPE HTML>
>
> <html>
>
> <head>
>
> <meta charset="utf-8">
>
> <title>
>
> Audio Test
>
> </title>
>
>
>
> <script>
>
>
>
> // Load the page.
>
> window.addEventListener("load",
>
> runFirst, false);
>
>
>
>
>
> // Runs when the page is loaded.
>
> function runFirst() {
>
>
>
> console.log("page loaded");
>
>
>
> // Create audio object.
>
> myAudio = document.createElement("audio");
>
> myAudio.src = "oggsong.ogg";
>
> myAudio.src = "mp3song.mp3";
>
> myBody.appendChild(myAudio);
>
>
>
> // What did we load?
>
> console.log(myAudio.src);
>
>
>
> // Wait until we can play.
>
> myAudio.addEventListener("canplay",
>
> processAudio, false);
>
> }
>
>
>
> // Called when audio is ready to play.
>
> function processAudio() {
>
>
>
> // Stop the event firing.
>
> myAudio.removeEventListener("canplay", processAudio);
>
>
>
> console.log("audio loaded");
>
>
>
> // Stop the audio temporarily
>
> myAudio.pause();
>
>
>
> // Sets the position to play from.
>
> myAudio.currentTime = 10;
>
>
>
> // How long is the audio?
>
> console.log(myAudio.duration);
>
>
>
> // Play the audio.
>
> myAudio.play();
>
>
>
> }
>
>
>
> </script>
>
> </head>
>
>
>
> <body id="myBody">
>
> </body>
>
>
>
> </html>
>
>
>
> This plays the song in Firefox 27, IE 11, and Chrome #whocares. But when I
> put it on my ZTE Open, no sound.
>
>
>
> Here's my manifest:
>
>
>
> {
>
> "name": "Little Audio",
>
> "description": "Playing audio",
>
> "launch_path": "/index.html",
>
> "icons": {
>
> "60": "/icons/icon-60.png",
>
> "128": "/icons/icon-128.png"
>
> },
>
> "developer": {
>
> "name": "Your Name",
>
> "url": "http://www.yourwebsite.com"
>
> },
>
> "default_locale": "en"
>
> }
>
>
>
> I have two questions:
>
>
>
> 1. What am I doing wrong? Is the manifest wrong? Do I need to specify the
> music loaded in the manifest. The music is in the same folder level as
> index.com.
>
>
>
> 2. I've noticed that the ogg file doesn't load in Firefox. Is Firefox now
> supporting MP3? I put the ogg file first, thinking that Firefox might like
> it, but maybe it doesn't love ogg any longer?
>
>
>
> I'm loading this onto the phone through the USB cable, so it should have the
> permissions. Any clues would be great. This is frustrating because it works
> on all the other browsers. Thanks!
>
>
>
> PS: I know WebAudio is better, but I'd like to get HTML5 Audio working on
> Firefox OS. I'll write about it in my blog if I can get some clues.
Jason Weathersby gave me the first clue. His example uses canplaythrough, which
doesn't fire until all the audio is loaded. The purpose of canplay is to
indicate you can start playing but you need more buffering. Maybe canplay is
not supported on the phone even though it works in the desktop browsers.
Does any music play in the simulator (what I'm using)? WAV, OGG, MP3?
Thanks for the help. I'm making progress. Right now I'm still trying to figure
out the difference between
myAudio = new Audio("song.wav");
and
// Create audio object.
myAudio = document.createElement("audio");
myAudio.src = "oggsong.ogg";
myAudio.src = "mp3song.mp3";
myBody.appendChild(myAudio);
Do I need to append the audio to the body? Does it hurt?
Also, I thought that onXXX wasn't supported, but it seems to work. I prefer
event handlers.
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