Reputation: 465
I wonder whether this is an unresolved issue or not.
OK, so I have this very simple test code:
var audio = new Audio("0.mp3");
audio.oncanplay = function() {
audio.play();
setTimeout(function() {
audio.pause();
}, 30);
}
What I intend to do is to play my sound for a very short period of time.
I know for sure that the audio (a middle-C note) starts in 0:00:00.
Note that I use the oncanplay
event to make sure the audio is loaded when I try to play it.
The problem I have is that I get unpredictable results. Sometimes (most of the times, really), audio is not heard at all. Other times, audio is heard but not always for the same period of time.
I know that Javascript can be slow, but I wonder, for example in the first case, why is the timeout
set at all if the audio isn't playing yet.
Is this a known issue? It is possible to have a better control over Audio?
-Thanks
Upvotes: 1
Views: 95
Reputation: 5412
Avoid using setTimeout, which is not accurate and may result (as in your case) in a race condition. Use the 'timeupdate' event to keep track of the progress. Here the song will play and auto-pause after 7 seconds:
var audio = new Audio("0.mp3");
audio.oncanplay = function() {
audio.play();
audio.addEventListener('timeupdate', function() {
console.log(audio.currentTime.toFixed());
if ( audio.currentTime >= 7 ) audio.pause();
});
}
Upvotes: 1