I'm using Howler.js and trying to accomplish something like this:
However, Howler doesn't seem to have support for audio "progress" events. Anybody know how I could work around this?
I'm using Howler.js and trying to accomplish something like this:
However, Howler doesn't seem to have support for audio "progress" events. Anybody know how I could work around this?
You'll need to bind to Howler's non-public API to achieve this, at least until this feature is implemented (if ever).
const audio = new Howl({
src: 'https://howlerjs.com/assets/howler.js/examples/player/audio/rave_digger.webm',
html5: true,
preload: false,
});
const handleLoad = () => {
const node = audio._sounds[0]._node;
// const node:HTMLAudioElement = (audio as any)._sounds[0]._node; // For Typescript
node.addEventListener('progress', () => {
const duration = audio.duration();
// https://developer.mozilla.org/en-US/Apps/Fundamentals/Audio_and_video_delivery/buffering_seeking_time_ranges#Creating_our_own_Buffering_Feedback
if (duration > 0) {
for (let i = 0; i < node.buffered.length; i++) {
if (node.buffered.start(node.buffered.length - 1 - i) < node.currentTime) {
const bufferProgress = (node.buffered.end(node.buffered.length - 1 - i) / duration) * 100;
// do what you will with it. I.E - store.set({ bufferProgress });
break;
}
}
}
}
};
audio.on('load', handleLoad);
Original answer can be found here in goldfire/howler.js
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