I am trying to get audio capture from the microphone working on Safari on iOS11 after support was recently added
However, the onaudioprocess callback is never called. Here's an example page:
<html>
<body>
<button onclick="doIt()">DoIt</button>
<ul id="logMessages">
</ul>
<script>
function debug(msg) {
if (typeof msg !== 'undefined') {
var logList = document.getElementById('logMessages');
var newLogItem = document.createElement('li');
if (typeof msg === 'function') {
msg = Function.prototype.toString(msg);
} else if (typeof msg !== 'string') {
msg = JSON.stringify(msg);
}
var newLogText = document.createTextNode(msg);
newLogItem.appendChild(newLogText);
logList.appendChild(newLogItem);
}
}
function doIt() {
var handleSuccess = function (stream) {
var context = new AudioContext();
var input = context.createMediaStreamSource(stream)
var processor = context.createScriptProcessor(1024, 1, 1);
input.connect(processor);
processor.connect(context.destination);
processor.onaudioprocess = function (e) {
// Do something with the data, i.e Convert this to WAV
debug(e.inputBuffer);
};
};
navigator.mediaDevices.getUserMedia({audio: true, video: false})
.then(handleSuccess);
}
</script>
</body>
</html>
On most platforms, you will see items being added to the messages list as the onaudioprocess callback is called. However, on iOS, this callback is never called.
Is there something else that I should do to try and get it called on iOS 11 with Safari?
There are two problems. The main one is that Safari on iOS 11 seems to automatically suspend new AudioContext's that aren't created in response to a tap. You can resume() them, but only in response to a tap.
(Update: Chrome mobile also does this, and Chrome desktop will have the same limitation starting in version 70 / December 2018.)
So, you have to either create it before you get the MediaStream, or else get the user to tap again later.
The other issue with your code is that AudioContext is prefixed as webkitAudioContext in Safari.
Here's a working version:
<html>
<body>
<button onclick="beginAudioCapture()">Begin Audio Capture</button>
<script>
function beginAudioCapture() {
var AudioContext = window.AudioContext || window.webkitAudioContext;
var context = new AudioContext();
var processor = context.createScriptProcessor(1024, 1, 1);
processor.connect(context.destination);
var handleSuccess = function (stream) {
var input = context.createMediaStreamSource(stream);
input.connect(processor);
var recievedAudio = false;
processor.onaudioprocess = function (e) {
// This will be called multiple times per second.
// The audio data will be in e.inputBuffer
if (!recievedAudio) {
recievedAudio = true;
console.log('got audio', e);
}
};
};
navigator.mediaDevices.getUserMedia({audio: true, video: false})
.then(handleSuccess);
}
</script>
</body>
</html>
(You can set the onaudioprocess callback sooner, but then you get empty buffers until the user approves of microphone access.)
Oh, and one other iOS bug to watch out for: the Safari on iPod touch (as of iOS 12.1.1) reports that it does not have a microphone (it does). So, getUserMedia will incorrectly reject with an Error: Invalid constraint if you ask for audio there.
FYI: I maintain the microphone-stream package on npm that does this for you and provides the audio in a Node.js-style ReadableStream. It includes this fix, if you or anyone else would prefer to use that over the raw code.
Tried it on iOS 11.0.1, and unfortunately this problem still isn't fixed.
As a workaround, I wonder if it makes sense to replace the ScriptProcessor with a function that takes the steam data from a buffet and then processes it every x milliseconds. But that's a big change to the functionality.
Just wondering... do you have the setting enabled in Safari settings? It comes enabled by default in iOS11, but maybe you just disabled it without noticing.
Related
I have problem playing local video on iOS on my Cordova based app. At the beginning I want to stress out that this problem is happening only when I'm using WKWebView, and if UiWebView is used, video plays fine. This is scenario I have:
-User comes to screen to which video url is passed
-Via FileTransfer I download it to phone and store it at desired location
-Using JS video is loaded to <video> tag and played.
Basically I'm doing everything as described in answer to this SO question.
The problem with UiWebView was that if relative path was set to src, video for some reason couldn't be loaded (no matter which combination I used), so this solution worked great for me, because it is based on this line of code:
entry.toURL()
This returns full path of the downloaded video which is great, at least for the UiWebView.
The problem for WkWebView is that entry.toURL() returns smth. like this:
file:///var/mobile/Containers/Data/Application/3A43AFB5-BEF6-4A0C-BBDB-FC7D2D98BEE9/Documents/videos/Dips.mp4
And WKWebView doesn't work with file:// protocol. Also, neither WKWebView works wit relative paths :(
Can anyone help me to fix this ?
I got this working today with the following but only when deployed to my device in Release mode. When deploying the app in Debug mode to my device it would not work.
iOS 9.3.2
Cordova 4.0.0 (iOS 3.8.0)
Telerik WKWebView Polyfill 0.6.9
Video list load method:
var path = window.cordova.file.documentsDirectory, //iTunes File Sharing directory
href = 'http://localhost:12344/Documents', //WKWebView default server url to documents
list = [];
function fsSuccess(dir) {
var reader = dir.createReader();
reader.readEntries(function (entries) {
for (var i = 0; i < entries.length; i++) {
list.push({ name: entries[i].name, path: href + entries[i].fullPath });
}
});
}
function fsError(error) {
console.log('error', error)
}
window.resolveLocalFileSystemURL(path, fsSuccess, fsError);
Video list click handler:
var video = $('#video')[0],
source = $('#source');
function play(index) {
source.attr('src', list[index].path);
video.load();
video.play();
}
Video player markup:
<video id="video" autoplay controls loop webkit-playsinline>
<source id="source" type="video/mp4" />
</video>
I was banging my head on my desk a la Ren Hoek while debugging until I attempted a release buid and it worked.
Sample snippet that uses cordova file opener plugin to open the download file from device.(Not tested in WKWebView though)
var fileTransfer = new FileTransfer();
var cdr;
if (sessionStorage.platform.toLowerCase() == "android") {
window.resolveLocalFileSystemURL(cordova.file.externalRootDirectory, onFileSystemSuccess, onError);
} else {
// for iOS
window.requestFileSystem(LocalFileSystem.PERSISTENT, 0, onFileSystemSuccess, onError);
}
function onError(e) {
navigator.notification.alert("Error : Downloading Failed");
};
function onFileSystemSuccess(fileSystem) {
var entry = "";
if (sessionStorage.platform.toLowerCase() == "android") {
entry = fileSystem;
} else {
entry = fileSystem.root;
}
entry.getDirectory("Cordova", {
create: true,
exclusive: false
}, onGetDirectorySuccess, onGetDirectoryFail);
};
function onGetDirectorySuccess(dir) {
cdr = dir;
dir.getFile(filename, {
create: true,
exclusive: false
}, gotFileEntry, errorHandler);
};
function gotFileEntry(fileEntry) {
// URL in which the pdf is available
var documentUrl = "http://localhost:8080/testapp/test.pdf";
var uri = encodeURI(documentUrl);
fileTransfer.download(uri, cdr.nativeURL + "test.pdf",
function(entry) {
// Logic to open file using file opener plugin
openFile();
},
function(error) {
navigator.notification.alert(ajaxErrorMsg);
},
false
);
};
function openFile() {
cordova.plugins.fileOpener2.open(
cdr.nativeURL + "test.pdf",
"application/pdf", //mimetype
{
error: function(e) {
navigator.notification.alert("Error Opening the File.Unsupported document format.");
},
success: function() {
// success callback handler
}
}
);
};
On iOS 7.1, I keep getting a buzzing / noisy / distorted sound when playing back audio using the Web Audio API. It sounds distorted like this, in place of normal like this.
The same files are fine when using HTML5 audio. It all works fine on desktop (Firefox, Chrome, Safari.)
EDIT:
The audio is distorted in the iOS Simulator versions iOS 7.1, 8.1, 8.2. The buzzing sound often starts before I even playback anything.
The audio is distorted on a physical iPhone running iOS 7.1, in both Chrome and Safari.
The audio is fine on a physical iPhone running iOS 8.1, in both Chrome and Safari.
i.e.: the buzzing audio is on iOS 7.1. only.
Howler.js is not the issue. The problem is still there using pure JS like so:
var context;
var sound;
var extension = '.' + ( new Audio().canPlayType( 'audio/ogg' ) !== '' ? 'ogg' : 'mp3');
/** Test for WebAudio API support **/
try {
// still needed for Safari
window.AudioContext = window.AudioContext || window.webkitAudioContext;
// create an AudioContext
context = new AudioContext();
} catch(e) {
// API not supported
throw new Error( 'Web Audio API not supported.' );
}
function loadSound( url ) {
var request = new XMLHttpRequest();
request.open( 'GET', url, true );
request.responseType = 'arraybuffer';
request.onload = function() {
// request.response is encoded... so decode it now
context.decodeAudioData( request.response, function( buffer ) {
sound = buffer;
}, function( err ) {
throw new Error( err );
});
}
request.send();
}
function playSound(buffer) {
var source = context.createBufferSource();
source.buffer = buffer;
source.connect(context.destination);
source.start(0);
}
loadSound( '/tests/Assets/Audio/En-us-hello' + extension );
$(document).ready(function(){
$( '#clickme' ).click( function( event ) {
playSound(sound);
});
}); /* END .ready() */
A live version of this code is available here: Web Audio API - Hello world
Google did not bring up any result about such a distorted sound issue on iOS 7.1.
Has anyone else run into it? Should I file a bug report to Apple?
I believe the issue is caused due to resetting the audioContext.sampleRate prop, which seem to happen after the browser/OS plays something recorded in a different sampling rate.
I've devised the following workaround, which basically silently plays a short wav file recorded in the sampling rate that the device currently does playback on:
"use strict";
var getData = function( context, filePath, callback ) {
var source = context.createBufferSource(),
request = new XMLHttpRequest();
request.open( "GET", filePath, true );
request.responseType = "arraybuffer";
request.onload = function() {
var audioData = request.response;
context.decodeAudioData(
audioData,
function( buffer ) {
source.buffer = buffer;
callback( source );
},
function( e ) {
console.log( "Error with decoding audio data" + e.err );
}
);
};
request.send();
};
module.exports = function() {
var AudioContext = window.AudioContext || window.webkitAudioContext,
context = new AudioContext();
getData(
context,
"path/to/short/file.wav",
function( bufferSource ) {
var gain = context.createGain();
gain.gain.value = 0;
bufferSource.connect( gain );
gain.connect( context.destination );
bufferSource.start( 0 );
}
);
};
Obviously, if some of the devices have different sampling rates, you would need to detect and use a specific file for every rate.
it looks like iOS6+ Safari defaults to a sample rate of 48000. If you type this into the developer console when you first open mobile safari, you'll get 48000:
var ctx = new window.webkitAudioContext();
console.log(ctx.sampleRate);
Further Reference: https://forums.developer.apple.com/thread/20677
Then if you close the initial context on load: ctx.close(), the next created context will use the sample rate most other browsers use (44100) and sound will play without distortion.
Credit to this for pointing me in the right direction (and in case the above no longer works in the future): https://github.com/Jam3/ios-safe-audio-context/blob/master/index.js
function as of post date:
function createAudioContext (desiredSampleRate) {
var AudioCtor = window.AudioContext || window.webkitAudioContext
desiredSampleRate = typeof desiredSampleRate === 'number'
? desiredSampleRate
: 44100
var context = new AudioCtor()
// Check if hack is necessary. Only occurs in iOS6+ devices
// and only when you first boot the iPhone, or play a audio/video
// with a different sample rate
if (/(iPhone|iPad)/i.test(navigator.userAgent) &&
context.sampleRate !== desiredSampleRate) {
var buffer = context.createBuffer(1, 1, desiredSampleRate)
var dummy = context.createBufferSource()
dummy.buffer = buffer
dummy.connect(context.destination)
dummy.start(0)
dummy.disconnect()
context.close() // dispose old context
context = new AudioCtor()
}
return context
}
I am developing an app using Web Audio Api. I have discovered that there is a memory leak in the way that Safari handles audio and doesn't garbage college the Audio Context correctly. For this reason I wish to load a new page. Have that page create the Audio Context, complete the operation and then close the window, so that the memory is released.
I have done the following to achieve this.
ref = window.open('record.html', '_self'); This will open the record.html page in the Cordova WebView according to https://wiki.apache.org/cordova/InAppBrowser
1 window.open('local-url.html');// loads in the
Cordova WebView
2 window.open('local-url.html', '_self');
// loads in the Cordova WebView
The record.html page loads a javascript file, that runs the operations that I wish to run. Here is the recordLoad.js file that makes some calls to native operations ( The native API is only available if loaded in the Cordova Webview and as you can see I need to access the file system, so this is the only way I can see to do it.
window.onload = createAudioContext;
ref = null;
function createAudioContext(){
console.log('createAudioContext');
window.AudioContext = window.AudioContext || window.webkitAudioContext;
navigator.getUserMedia = navigator.getUserMedia || navigator.webkitGetUserMedia;
window.URL = window.URL || window.webkitURL;
audioContext = new AudioContext;
getDirectory();
}
function getDirectory(){
console.log('getDirectory');
window.requestFileSystem(LocalFileSystem.PERSISTENT, 0, getFileSystem, fail);
}
function getFileSystem(directory){
console.log('getFileSystem');
var audioPath = localStorage.getItem('audioPath');
directory.root.getFile(audioPath, null, getVocalFile, fail);
}
function getVocalFile(fileEntry){
console.log('getVocalFile');
fileEntry.file(readVocalsToBuffer, fail);
}
function readVocalsToBuffer(file){
console.log('readVocalsToBuffer');
var reader = new FileReader();
reader.onloadend = function(evt){
var x = audioContext.decodeAudioData(evt.target._result, function(buffer){
if(!buffer){
console.log('error decoding file to Audio Buffer');
return;
}
window.voiceBuffer = buffer;
buffer = null;
loadBuffers();
});
}
reader.readAsArrayBuffer(file);
}
//web
function loadBuffers(){
console.log('loadBuffers');
var srcSong = localStorage.getItem('srcSong');
try{
var bufferLoader = new BufferLoader(
audioContext,
[
"."+srcSong
],
createOffLineContext
);
bufferLoader.load()
}
catch(e){
console.log(e.message);
}
}
//
function createOffLineContext(bufferList){
console.log('createOfflineContext');
offline = new webkitOfflineAudioContext(2, window.voiceBuffer.length, 44100);
var vocalSource = offline.createBufferSource();
vocalSource.buffer = window.voiceBuffer;
vocalSource.connect(offline.destination);
var backing = offline.createBufferSource();
backing.buffer = bufferList[0];
backing.connect(offline.destination);
vocalSource.start(0);
backing.start(0);
offline.oncomplete = function(ev){
bufferList = null;
console.log('audioContext');
console.log(audioContext);
audioContext = null;
console.log(audioContext);
vocalSource.stop(0);
backing.stop(0);
vocalSource.disconnect(0);
backing.disconnect(0);
vocalSource = null;
backing = null;
window.voiceBuffer = null;
window.renderedFile = ev.renderedBuffer;
var bufferR = ev.renderedBuffer.getChannelData(0);
var bufferL = ev.renderedBuffer.getChannelData(1);
var interleaved = interleave(bufferL, bufferR);
var dataview = encodeWAV(interleaved);
window.audioBlob = new Blob([dataview], {type: 'Wav'});
saveFile();
}
offline.startRendering();
}
// This file is very long, but once it is finished mixing the two audio buffers it writes a new file to the file system. And when that operation is complete I use
function gotFileWriter(writer){
console.log('gotFileWriter');
writer.onwriteend = function(evt){
console.log('onwriteEnd');
console.log(window.audioBlob);
delete window.audioBlob;
console.log(window.audioBlob);
// checkDirectory();
var ref = window.open('index.html', '_self');
// ref.addEventListener('exit', windowClose);
}
writer.write(audioBlob);
}
I return back to the original index.html file. This solves the memory issues. However, once I try to run the same operation a second time. ie load in the record.html file, and run the recordLoad.js file I receive an error ReferenceError: Can't find variable: LocalFileSystem
It would appear that in reload index.html some, but not all of the links to the Cordova API have been lost. I can still for example use the Media Api but not the File Api. I understand that this is a bit of a hacky way, (opening and closing windows) to solve the memory leak, but I cannot find any other way of doing it. I really need some help with this. So any pointers very very welcome.
In one file, I have
go
In t2.html I have
<script>
document.write(window.opener);
</script>
On Safari on iOS, and on Chrome on the Mac and on pretty much every other browser, it prints out [object Window] like you'd expect.
On Chrome on iOS, I get null.
How do I get to the window that opened this window?
This code solves the problem you are talking about (specifically for issues with Chrome ios not liking "pop ups"), but in reference to Paypal Adaptive Payments where it opens a "pop up" and redirects to Paypal page for payment.
The key is that you have to:
Initiate the window.open directly from a button/link click
You must use the _blank as the window "name" (and not choose your own)
The main thing you want/need is:
var win;
//VERY IMPORTANT - You must use '_blank' and NOT name the window if you want it to work with chrome ios on iphone
//See this bug report from google explaining the issue: https://code.google.com/p/chromium/issues/detail?id=136610
win = window.open(paypalURL,'_blank');
//Initiate returnFromPayPal function if the pop up window is closed
if (win && win.closed) {
returnFromPayPal();
}
Here is the full code that you can follow (ignore anything that doesn't apply to what you are doing).
<div>
<?php $payUrl = 'https://www.paypal.com/webapps/adaptivepayment/flow/pay?expType=mini&paykey=' . $payKey ?>
<button onclick="loadPayPalPage('<?php echo $payUrl; ?>')" title="Pay online with PayPal">PayPal</button>
</div>
<script>
function loadPayPalPage(paypalURL)
{
var ua = navigator.userAgent;
var pollingInterval = 0;
var win;
// mobile device
if (ua.match(/iPhone|iPod|Android|Blackberry.*WebKit/i)) {
//VERY IMPORTANT - You must use '_blank' and NOT name the window if you want it to work with chrome ios on iphone
//See this bug report from google explaining the issue: https://code.google.com/p/chromium/issues/detail?id=136610
win = window.open(paypalURL,'_blank');
pollingInterval = setInterval(function() {
if (win && win.closed) {
clearInterval(pollingInterval);
returnFromPayPal();
}
} , 1000);
}
else
{
//Desktop device
var width = 400,
height = 550,
left,
top;
if (window.outerWidth) {
left = Math.round((window.outerWidth - width) / 2) + window.screenX;
top = Math.round((window.outerHeight - height) / 2) + window.screenY;
} else if (window.screen.width) {
left = Math.round((window.screen.width - width) / 2);
top = Math.round((window.screen.height - height) / 2);
}
//VERY IMPORTANT - You must use '_blank' and NOT name the window if you want it to work with chrome ios on iphone
//See this bug report from google explaining the issue: https://code.google.com/p/chromium/issues/detail?id=136610
win = window.open(paypalURL,'_blank','top=' + top + ', left=' + left + ', width=' + width + ', height=' + height + ', location=0, status=0, toolbar=0, menubar=0, resizable=0, scrollbars=1');
pollingInterval = setInterval(function() {
if (win && win.closed) {
clearInterval(pollingInterval);
returnFromPayPal();
}
} , 1000);
}
}
var returnFromPayPal = function()
{
location.replace("www.yourdomain.com/paypalStatusCheck.php");
// Here you would need to pass on the payKey to your server side handle (use session variable) to call the PaymentDetails API to make sure Payment has been successful
// based on the payment status- redirect to your success or cancel/failed page
}
</script>
This seems to be a bigger story. See Bugtracker here:
http://code.google.com/p/chromium/issues/detail?id=136610&q=window.opener&colspec=ID%20Pri%20Mstone%20ReleaseBlock%20OS%20Area%20Feature%20Status%20Owner%20Summary
But it seems, as if iframes could handle the parent-property, so maybe you could switch your app from using popups to using an overlay.
If you want to pass values from child to parent use the following code.
Add following code to parent page:
var hidden, state, visibilityChange;
if (typeof document.hidden !== "undefined") {
hidden = "hidden";
visibilityChange = "visibilitychange";
state = "visibilityState";
} else if (typeof document.mozHidden !== "undefined") {
hidden = "mozHidden";
visibilityChange = "mozvisibilitychange";
state = "mozVisibilityState";
} else if (typeof document.msHidden !== "undefined") {
hidden = "msHidden";
visibilityChange = "msvisibilitychange";
state = "msVisibilityState";
} else if (typeof document.webkitHidden !== "undefined") {
hidden = "webkitHidden";
visibilityChange = "webkitvisibilitychange";
state = "webkitVisibilityState";
}
// Add a listener that constantly changes the title
document.addEventListener(visibilityChange, function () {
if (localStorage.getItem("AccountName")) {
$("#txtGrower").val(localStorage.getItem("AccountName"));
}
if (localStorage.getItem("AccountID")) {
$("#hdnGrower").val(localStorage.getItem("AccountID"));
}
}, false);
Add following in child page (Any preferred event)
function CloseChildAndLoadValuesToParent() {
localStorage.setItem("AccountName", 'MyAccountName');
localStorage.setItem("AccountID", 'MyAccountID');
window.close();
}
Are there any events fired by an element to check whether a css3 transition has started or end?
W3C CSS Transitions Draft
The completion of a CSS Transition generates a corresponding DOM Event. An event is fired for each property that undergoes a transition. This allows a content developer to perform actions that synchronize with the completion of a transition.
Webkit
To determine when a transition completes, set a JavaScript event listener function for the DOM event that is sent at the end of a transition. The event is an instance of WebKitTransitionEvent, and its type is webkitTransitionEnd.
box.addEventListener( 'webkitTransitionEnd',
function( event ) { alert( "Finished transition!" ); }, false );
Mozilla
There is a single event that is fired when transitions complete. In Firefox, the event is transitionend, in Opera, oTransitionEnd, and in WebKit it is webkitTransitionEnd.
Opera
There is one type of transition event
available. The oTransitionEnd event
occurs at the completion of the
transition.
Internet Explorer
The transitionend event occurs at the completion of the transition. If the transition is removed before completion, the event will not fire.
Stack Overflow: How do I normalize CSS3 Transition functions across browsers?
Update
All modern browsers now support the unprefixed event:
element.addEventListener('transitionend', callback, false);
https://caniuse.com/#feat=css-transitions
I was using the approach given by Pete, however I have now started using the following
$(".myClass").one('transitionend webkitTransitionEnd oTransitionEnd otransitionend MSTransitionEnd',
function() {
//do something
});
Alternatively if you use bootstrap then you can simply do
$(".myClass").one($.support.transition.end,
function() {
//do something
});
This is becuase they include the following in bootstrap.js
+function ($) {
'use strict';
// CSS TRANSITION SUPPORT (Shoutout: http://www.modernizr.com/)
// ============================================================
function transitionEnd() {
var el = document.createElement('bootstrap')
var transEndEventNames = {
'WebkitTransition' : 'webkitTransitionEnd',
'MozTransition' : 'transitionend',
'OTransition' : 'oTransitionEnd otransitionend',
'transition' : 'transitionend'
}
for (var name in transEndEventNames) {
if (el.style[name] !== undefined) {
return { end: transEndEventNames[name] }
}
}
return false // explicit for ie8 ( ._.)
}
$(function () {
$.support.transition = transitionEnd()
})
}(jQuery);
Note they also include an emulateTransitionEnd function which may be needed to ensure a callback always occurs.
// http://blog.alexmaccaw.com/css-transitions
$.fn.emulateTransitionEnd = function (duration) {
var called = false, $el = this
$(this).one($.support.transition.end, function () { called = true })
var callback = function () { if (!called) $($el).trigger($.support.transition.end) }
setTimeout(callback, duration)
return this
}
Be aware that sometimes this event doesn’t fire, usually in the case
when properties don’t change or a paint isn’t triggered. To ensure we
always get a callback, let’s set a timeout that’ll trigger the event
manually.
http://blog.alexmaccaw.com/css-transitions
All modern browsers now support the unprefixed event:
element.addEventListener('transitionend', callback, false);
Works in the latest versions of Chrome, Firefox and Safari. Even IE10+.
In Opera 12 when you bind using the plain JavaScript, 'oTransitionEnd' will work:
document.addEventListener("oTransitionEnd", function(){
alert("Transition Ended");
});
however if you bind through jQuery, you need to use 'otransitionend'
$(document).bind("otransitionend", function(){
alert("Transition Ended");
});
In case you are using Modernizr or bootstrap-transition.js you can simply do a change:
var transEndEventNames = {
'WebkitTransition' : 'webkitTransitionEnd',
'MozTransition' : 'transitionend',
'OTransition' : 'oTransitionEnd otransitionend',
'msTransition' : 'MSTransitionEnd',
'transition' : 'transitionend'
},
transEndEventName = transEndEventNames[ Modernizr.prefixed('transition') ];
You can find some info here as well http://www.ianlunn.co.uk/blog/articles/opera-12-otransitionend-bugs-and-workarounds/
Just for fun, don't do this!
$.fn.transitiondone = function () {
return this.each(function () {
var $this = $(this);
setTimeout(function () {
$this.trigger('transitiondone');
}, (parseFloat($this.css('transitionDelay')) + parseFloat($this.css('transitionDuration'))) * 1000);
});
};
$('div').on('mousedown', function (e) {
$(this).addClass('bounce').transitiondone();
});
$('div').on('transitiondone', function () {
$(this).removeClass('bounce');
});
If you simply want to detect only a single transition end, without using any JS framework here's a little convenient utility function:
function once = function(object,event,callback){
var handle={};
var eventNames=event.split(" ");
var cbWrapper=function(){
eventNames.forEach(function(e){
object.removeEventListener(e,cbWrapper, false );
});
callback.apply(this,arguments);
};
eventNames.forEach(function(e){
object.addEventListener(e,cbWrapper,false);
});
handle.cancel=function(){
eventNames.forEach(function(e){
object.removeEventListener(e,cbWrapper, false );
});
};
return handle;
};
Usage:
var handler = once(document.querySelector('#myElement'), 'transitionend', function(){
//do something
});
then if you wish to cancel at some point you can still do it with
handler.cancel();
It's good for other event usages as well :)