Trying to achieve an effect of seeking through a video when the page is scrolled. This has been achieved by exporting all frames of the video to JPEG images, pre-loading the images, and rendering them to a canvas. However, this approach uses a lot of bandwidth and takes a long time to load on slow networks.
Trying to achieve the same effect by rendering a video to a canvas does not play as smoothly as the image-based approach.
Here is a working demo with the video-based approach:
https://codesandbox.io/s/infallible-chaum-grvi0r?file=/index.html
Since HTMLMediaElement.fastSeek() doesn't have widespread browser coverage, how can one achieve a realtime playback rate of 30-60 FPS?
Here is the relevant code for the effect (see CSB link above for the full code):
const video = document.querySelector("video");
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
(function tick() {
requestAnimationFrame(tick);
const { scrollHeight, clientHeight, scrollTop } = document.body;
const maxScroll = scrollHeight - clientHeight;
const scrollProgress = scrollTop / maxScroll;
canvas.width = document.body.clientWidth;
canvas.height = document.body.clientHeight;
// This is the line that causes the issue
video.currentTime = video.duration * scrollProgress;
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(video, 0, 0, canvas.width, canvas.height);
})();
The problem is due to specifics of drawImage() as noted here, it should be called only after firing of seeked event. The code below solves the problem by using a sentinel value (seeked = false) which will block the execution of drawImage() until the next seeked event:
const video = document.querySelector("video");
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
let seeked;
(function tick() {
requestAnimationFrame(tick);
if (seeked) {
seeked = false;
const { scrollHeight, clientHeight, scrollTop } = document.body;
const maxScroll = scrollHeight - clientHeight;
const scrollProgress = scrollTop / Math.max(maxScroll, 1);
canvas.width = document.body.clientWidth;
canvas.height = document.body.clientHeight;
// This is the line that causes the issue
video.currentTime = video.duration * scrollProgress;
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(video, 0, 0, canvas.width, canvas.height);
}
})();
video.addEventListener('seeked', () => {
seeked = true;
});
video.currentTime = .001;
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