HTML and CSS Reference
In-Depth Information
<button onClick="handleEvent(this);">Pause Audio</button>
<button onClick="handleEvent(this);">Audio On</button>
<button onClick="handleEvent(this);">Audio Off</button>
</body>
<script>
var player = new Audio ();
if (document.createElement('audio').canPlayType('audio/ogg')) {
//play ogg file
player.src = 'someAudioFile.ogg';
} else if (document.createElement('audio').canPlayType('audio/mpeg')) {
//play mp3 file
player.src = 'someAudioFile.mp3';
} else if (document.createElement('audio').canPlayType('audio/mp4')) {
//play aac file
player.src = 'someAudioFile.aac';
} else {
//Flash or Silverlight failover
}
function handleEvent (event) {
var t = event.textContent;
switch (t) {
case 'Play Audio' :
player.play();
break;
case 'Pause Audio' :
player.pause();
break;
case 'Audio On' :
player.volume=1;
break;
case 'Audio Off' :
player.volume=0;
break;
}
console.log(t);
}
</script>
</html>
As you can see from the example, you remove the audio element from the HTML markup and instead add it to
the JavaScript. The first thing you do is create the buttons to toggle your audio play/pause and sound on/off. Next
you head into the JavaScript where you create a new audio object by writing the lines var player = new Audio (); .
From there, you check to see which audio format the browser can play back. In this conditional check, you use the
canPlayType method to determine whether it's OGG, MP3, or AAC. Once you determine what the browser can play,
you assign the specific audio format that you converted to the player's source attribute by writing player.src =
'someAudioFile' . From there you can kick things off by clicking the Play Audio button, which runs through the case
statement called handleEvent . Lastly, you handle all the specific events by attaching the play() or pause() method
to the player object, as well as adjusting the volume to 1 or 0. Give it a shot for yourself! Also, keep on top of the
emerging browsers and their support for the audio tag by visiting http://caniuse.com/#feat=audio .
 
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