<video width=”640″ height=”480″ controls autoplay preload=”auto” loop poster=”myVideoPoster.jpg”>
<source src=”video/myVideo.mp4″ type=”video/mp4″>
<source src=”video/myVideo.ogv” type=”video/ogg”>
<object width=”640″ height=”480″ type=”application/x-shockwave-flash” data=”myFlashVideo.SWF”>
<param name=”movie” value=”myFlashVideo.swf” />
<param name=”flashvars” value=”controlbar=over&image=myVideoPoster.jpg&file=video/myVideo.mp4″ />
<img src=”myVideoPoster.jpg” width=”640″ height=”480″ alt=”__TITLE__”
title=”No video playback capabilities, please download the video below” />
</object>
<p> <b>Download Video:</b>
MP4 Format: <a href=”http://myVideo.mp4″>”MP4″</a>
Ogg Format: <a href=”http://myVideo.ogv”>”Ogg”</a>
</p>
</video>
controls: will show the controls for the video
preload: pretty much the same as buffer
loop: automatically loops when the video ends
poster: the initial video image placeholder
<source> tags: if a format is not available in the current browser, it will play the next one up
All other HTML content, including the <object> flash tag are there just in case the current browser don’t support HTML5.
Audio pretty much the same, except it doesn’t have height, width and poster attributes:
<audio controls = "controls"> <source src = "music.ogg" type = "audio/ogg" /> <source src = "music.mp3" type = "audio/mpeg" /> Your browser does not support HTML5 Audio. Please shift to a newer browser. </audio> You can also add audio tags dynamically, via JavaScript:
<script> //Create a new Audio object var sound = new Audio(); // Select the source of the sound sound.src = "music.ogg"; // Play the sound sound.play(); </script> To test if certain audio format can be played in the current browser:
if (audio.canPlayType) { // Currently canPlayType() returns: "", "maybe", or "probably" To check if an audio file has finished loading:
<script> if(soundFileExtn) { var sound = new Audio(); sound .addEventListener('canplaythrough', function(){ alert('loaded'); sound.play(); }); // Load sound file with the detected extension sound.src = "bounce" + soundFileExtn; } </script>