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Cross-browser audio basics - Developer guides | MDN
https://developer.mozilla.org/en-US/docs/Web/Guide/Audio_and_video_delivery/Cross-browser_audio_basics#:~:text=Manipulating%20the%20Audio%20Element%20with%20JavaScript%201%20play.,audio%20should%20play%20at.%20...%205%20volume.%20
Play Audio Files in JavaScript | Delft Stack
https://www.delftstack.com/howto/javascript/play-audio-javascript/
Use .play() to Play Audio Files in JavaScript. We can load an audio file in JavaScript simply by creating an audio object instance, i.e. using new Audio(). After an audio file is loaded, we can play it using the .play() function. const music = new Audio('adf.wav'); music.play(); music.loop =true; music.playbackRate = 2; music.pause();qqazszdgfbgtyj
javascript - How to play audio? - Stack Overflow
https://stackoverflow.com/questions/9419263/how-to-play-audio
function play () { var audio = new Audio ('https://interactive-examples.mdn.mozilla.net/media/cc0-audio/t-rex-roar.mp3'); audio.play (); } <button onclick="play ()">Play Audio</button>. This uses the HTMLAudioElement interface, which plays audio the same way as the <audio> element.
HTML DOM Audio play() Method - W3Schools
https://www.w3schools.com/jsref/met_audio_play.asp
Definition and Usage. The play() method starts playing the current audio. Tip: This method is often used together with the pause() method. Tip: Use the controls property to display audio controls (like play, pause, seeking, volume, etc, attached on the audio).
How to play a sound with JavaScript | Go Make Things
https://gomakethings.com/how-to-play-a-sound-with-javascript/
Then, I use the ding.play () method to make it play. /** * Play the chime sound */ function playSound () { let ding = new Audio('ding.mp3'); ding.play(); } Back in the callback function for my setInterval () method, I run the playSound () method when the timer reaches 0. // Run a callback function once every second let timer = setInterval(function () { // Reduce count …
audio.js - GitHub Pages
https://kolber.github.io/audiojs/
Put audio.js, player-graphics.gif & audiojs.swf in the same folder. Include the audio.js file: <script src="/audiojs/audio.min.js"></script> Initialise audio.js: <script> audiojs.events.ready(function() { var as = audiojs.createAll(); }); </script> Then you can use <audio> wherever you like in your HTML: <audio src="/mp3/juicy.mp3" preload="auto" />
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