HTML5 audio clicking the progress bar to move to a different time
Given some html that looks like this:
<div class="container">
<video class="video">
<source></source>
</video>
<progress min="0" max="100" value="0"></progress>
<div class="controls"></div>
</div>
In order to seek to a specific time in the video as a result of a click event the js would look like this:
var player = document.querySelector("video");
var progressBar = document.querySelector("progress");
progressBar.addEventListener("click", seek);
function seek(e) {
var percent = e.offsetX / this.offsetWidth;
player.currentTime = percent * player.duration;
progressBar.value = percent / 100;
}
However, this doesn't address how to seek on a click/drag (like most video players do). include script
I came across this question today because I am creating a custom HTML5 video player and had the same question. Just in regards to video instead of audio. The process should work the same though.
I found this article and was able to incorporate the progress bar part of it into my player. https://msdn.microsoft.com/en-us/library/ie/gg589528%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
Instead of using a progressbar
element, like I was doing, or a div
element, like you're doing, the trick here is to use a canvas element instead.
<canvas id='progress-bar' width="200" height="20" style="border:1px solid green;">canvas not supported</canvas>
Then in your JavaScript, create a handle to reference it by
var mediaPlayer;
var progressBar;
var canvas;
When the document loads, initialize everything including the progress bar items
mediaPlayer = document.getElementById('media-video');
progressBar = document.getElementById('progress-bar');
canvas = document.getElementById('progress-bar');
canvas.addEventListener("click", function(e) {
var canvas = document.getElementById('progress-bar');
if (!e) {
e = window.event;
} //get the latest windows event if it isn't set
try {
//calculate the current time based on position of mouse cursor in canvas box
mediaPlayer.currentTime = mediaPlayer.duration * (e.offsetX / canvas.clientWidth);
}
catch (err) {
// Fail silently but show in F12 developer tools console
if (window.console && console.error("Error:" + err));
}
}, true);
mediaPlayer.addEventListener('timeupdate', updateProgressBar, false);
Then create a function outside of your initialization function for the timeupdate
listener to call and automatically update the progress bar for you
function updateProgressBar() {
mediaPlayer = document.getElementById('media-video');
//get current time in seconds
var elapsedTime = Math.round(mediaPlayer.currentTime);
//update the progress bar
if (canvas.getContext) {
var ctx = canvas.getContext("2d");
//clear canvas before painting
ctx.clearRect(0, 0, canvas.clientWidth, canvas.clientHeight);
ctx.fillStyle = "rgb(255,0,0)";
var fWidth = (elapsedTime / mediaPlayer.duration) * (canvas.clientWidth);
if (fWidth > 0) {
ctx.fillRect(0, 0, fWidth, canvas.clientHeight);
}
}
}
I haven't completely cleaned it up yet. Hence the redundant handles to the same id. But I'm sure you get the picture.