.
I embed a Youtube video on a webpage (not a "APP" but a "WEBAPP")
using the standard embed-code as shown below Youtube videos.
When i open my page from a standard Safari-shortcut (homescreen) it all works fine and i do have audio
When i open my page from a custom-icon shortcut (homescreen) it brings up the fullscreen "standalone" (webapp-style) then the video plays ok again but: NO AUDIO !
Since i used the standard embed-code by-the-book
and since it works in standard non-standalone:
This seems like a bug to me. (iPhone or Youtube)
I understand the Youtube API-forum was closed, while they mention i should ask here
so i hope any Youtube-Api-staff (hello...Jarek ?) will reply on suspected bugs.
My 1st post here...hope its a correct posting.
iPhone4s,iOs 6.0.1
.
---/ UPDATE /---
When we LINK to a video (not embed)
then it works in both modes. (standalone or safari)
like that we indeed have audio in both modes.
But it effectively means we cant embed videos for iPhone (and others)
ie: we cant play videos IN/ON the page.
After finding this you may think "not a big disaster since even when we embed it will still
open in the standalone player"...."so you could just as well simply link to it".
But that kills the standalone-mode (webapp) because:
When we link to open in the same page there is no go back (to previous page) option.
When we link to open in a new page same-thing...no go back.
And in both cases the safari browser shows up !
(which we were exactly avoiding by using the custom-icon to make it act as a webapp).
also as a result our visitor gets lost cause he dont see how to go back to the homepage (site-index)
only way out is to close and load the page again from the iPhone´s homescreen (icons)
or by retyping the url which is to much hassle...hustle ? (sorry not a native english).
In addition when embedding we are forced to use a minimal height of 200 px
(minimal embed without controls-bar, ie: controls set to "0")
for a nice 16:9 embed without large black bars the width then needs to be 356 px,
which is to large to fit on a iPhone in no-resize mode.
it will use to much estate and now cover or partly
hide-below other content and buttons you will have on the (no-scroll) page.
Its a long chain of settings that we need to have (no-resize...etc) to make a mobile-site (webapp)
look nice and work intuitively...changing one causes other unforseen problems.
In addition "playlists", they work in both modes...but they are useless !
i mean if you have 200 videos in a list..how would you expect a visitor
to go to video nr 56 that he likes ?,
that will taker forever !
cause there are no thumbnails (like on a fullsized desktop-page) to go there directly,
so now it`s: play nr1 wait till the (safari/Qt) player-controls show-up
click the next-button...
and do that 55 times until you get to the one you want ?
So anyway you look at it, usefull embedding (or linking) is not possible.
unless this is a bug(s) (that will be solved before iPhone 10 ?)
or if someone knows how to do this better ?
.
.
You need to use an object instead of an iframe. Had the same problem weirdly enough.
http://www.shockoe.com/blog/embedded-youtube-videos-wont-play-sound-through-speakers-when-played-from-web-apps-added-to-homescreen-fix/
Same bug on ios7 . No sound when play iframe embed code youtube if the page viewed inside webapp
Related
I have a problem uploading videos to Facebook and keep the original quality. I have tried every step and various solutions but it still never get HD (1080p) quality as the source file are. The highest I get is 720p.
I have Premiere Pro CC, the lastest version, and I have tried almost every codec settings there is. My file is in good quality 1080x1080 and when I export it the video looks great on the computer and even on Youtube.
Unfortunately with Facebook I can't get it to Work on my customers Facebook Page and the material looks crap.
There are other firms also uploading videos to the pages and theire content gets HD quality.
I have tried:
Alomost every codec setting recomended out there with h264.
I have checked the HD-box in Video Settings on my Facebook.
I have tried export it in Apple ProRes HQ and uploaded 1-2 GB files.
I have downloaded HD 1080p material from Youtube and uploaded to FB.
I have tried upload directly and even schedule it for weeks later.
Unfortunately there is still no luck.
Anyone out there having a solution I should try?
So I had the same problem for ages! and after a LOT of research, the only real answer I found is that Facebook gives different priorities to different users (ex: Verified and Not Verified).
So it has nothing to do with your rendering export settings...
It's all Facebook decisions...
It sounds like it may simply be a problem with the upload handling. You should be fine utilizing the native Facebook codec though it never hurts to rebuild it. There's explicit steps you can take here regarding Facebook codec standards: https://blog.pond5.com/12628-social-media-export-settings-in-adobe-premiere-pro-the-ultimate-guide/
Here's a few things I recommend for troubleshooting:
check that HD gear in the bottom right corner includes 1080. If it only goes up to
720, check to make sure your file is indeed 1080x1080.
make sure you are the one uploading directly into your customer's Facebook page.
after you've uploaded it, give it 10-20 minutes and check on it again. It's possible that they haven't finished converting the file to the proper quality if you immediately view it after upload.
I have the same issue. The best answer you have to speak someone with Technical support and this is only possible if you publish this question everywhere over the internet because the regular support are trained only to send you useless articles.
Secondly Youtube is the king of HD and 4K videos so far. Check out my 4K video. When i try to upload this 4K video on my facebook page. They simple create error. Then i downgrade it to 1080p and after upload it only watchable in 720p. Since, facebook do not care about real creator they will never reply your comments on time so get some real one from linkedin or nudge again and again their support by calling and emailing them back to back so they force to add a real technical guy in your discussion and he will solve your issue on your facebook page.
Drop me your page link on my Instagram Profile. i will add you in my discussion with facebook technical team.
I was trying to make use of facebook's new ability to show actual gifs in autoplay to make a small looping advertising for a facebook page.
I tested out the feature initially using some Giphy gifs and found it worked fine, receiving the visual message that facebook was loading the gif and it actually working on autoplay and looped forever on a user facebook "wall".
The thing is, with some more testing I found out there are 2 different behaviours for giphy gifs when you post its link:
1 - It behaves perfectly and works as expected and as an actual GIF.
2 - It weirdly adopts a sort of "video form" that doesn't auto-play and makes use of flash to loop the gif...
I tried to guess through some testing why that happened and thought I found a pattern regarding the actual number of frames and the resolution but still I can't get my uploaded gif to work fine.
http://gph.is/1PPYUPn
However this one that has bigger resolution and a larger number of frames behaves perfectly.
http://gph.is/1OuQv3a
Any fellow developer or someone from Giphy that is available to help me out?
UPDATE: I also noticed that the debug info from facebook for both links is completely different! Check it on https://developers.facebook.com/tools/debug/
Solution:
upload your animation (mov or gif) on giphy.com
copy link that looks like this: http://giphy.com/gifs/str4ng35tr1nG
open https://developers.facebook.com/tools/debug/
paste link and click „Debug”
your animation will show as a static link to media.giphy.com/…
after 30 sec, click „Scrape Again”
if this not help, try again until (GIF) symbol will appear on your animation. Now you know that you can paste link in post and animation will work as it should.
I want to build a facebook app featuring a personalized video which imports content assets from the user's facebook profile and their extended social graph and integrates these assets within the timeline. I am thinking of using Flash however a key stipulation is that the app works on mobile - and so I would need to use HTML5. My question is: Can I use Flash to build the application and then compile the app as HTML5 - or is there an alternative solution in the form of a HTML5 video toolkit with a programming layer that would allow me to build a web app / access the Facebook API?
I have done this a few times over the years and yes flash was the easiest however there are a few options which you have available to you that I know of which will be purely HTML5 based, personally I'd stay away from flash here as it will end up just getting int he way:
1- The cleanest method is to use a video compositing tool on the server side which can be programmed to accept variables. Personally I have only ever done this using ffmpeg however there a couple of alternatives which are out there.
The basic process would be to grab the media from FB then to composite them at certain point on top/below/around a base video which is sitting on the server using a shell script which you then pass the media assets to as variables. There are so many options as to how you might want this to be done, probably best id to have a look at some of these examples:
http://broadcasterproject.wordpress.com/2010/05/18/how-to-layerremix-videos-with-free-command-line-tools/
http://graphcomp.com/ffmpeg/
ffmpeg watermark without vhook?
note that last time I did this I used vhooks and custom filters, vhooks are now deprecated
This method will mean a reasonably heavy server load if your app is popular but it's probably the most robust across devices etc.
2- Use Popcorn.js, and let the processing be done on the client side. you could hard code it using css/js/html but popcorn is pretty stable although I havent seen how it runs on devices but in theory it should work (all standardized technologies). Basically the process would be to use javascript to fire the display of images overlayed on the video base file at preset cue points. Popcorn has all of the methods and means for you to do this already.
Hope this helps a bit. Good luck, sounds fun.
we realised some interactive video apps and one recent project was quite like your question describes.
We used adobe flash to track the motion - and published the project via create.js. You could have an image sequence from within create.js or put a video in a layer behind. This video would then control the player head time of the create.js motion tracked sequence via jquery.
worked fine - here a link to a testsetup with an image sequence.
Video Integration would be the next step.
http://www.jungeroemer.net/projekte/testpersvid/elftest01.html
(German text, sorry but it's nothing important to read there.
Just click the images and go for it)
you can download the sources from the link, if you need i can also upload the flash file to show you the motion tracking.
I'm building an iPhone app for existing site (a local news site)
Main page with articles headers, when click on them you move to the article page. Simple.
This is the first time I'm building such type of app.
I have 3 general questions, just to make sure :
For the iphone, Do we need to
re-create the website article's
pictures for the iphone ? or there
is some programming tool that on the
fly make the files looks better on
the iphone ? or maybe, there is some
technique that creates one artice
picture that looks right both for
the server and the iphone ?
Usually, Do you need to create
special data channels from the
iPhone webservice ? or programmers
just use the existing rss channels
of the webserver ?
If someone know nice artice about
this stuff, It will help a lot. just
see what other are doing.
thanks.
You can see the intent Media apps, these apps are working like what you want your app to.
1) You're better off creating mobile versions of the images. You can do image processing on the iPhone, but you'll have to have the original and that makes the whole thing pointless (ie. you have to download the whole thing.) Generate a mobile thumbnail when those are uploaded on the server.
2) RSS will do. There's a very good tutorial at cocoadevblog.com about approaching such a task (I guess this covers 75% of the work you have to do)
3) Check 2) ;-)
if your download image is bigger the the thumbnail you are trying to display,
then the problem is in your code that change the image size. check carefully what are you doing to the image after downloading it.
I would recommend to create square thumbnails of your pictures at the server level. This will allow you to easily position in the iPhone screen, plus you will not need to download the whole image from the server.
nnahum
I need to have an intro video for a site which I need to work on all browsers including safari on the iphone and IE6. I am thinking of trying to do flash with a html5 fallback or vice versa.
Has anyone had any experience of attempting this? I need to try and get a smooth a transition from the video into the content of the website as possible. Am not sure what limitations exist on the iphone?
I know intro videos aren't well liked but this is a requirement for the site.
EDIT -
One thing I would really like to be able to do is play video in page on an iphone automatically, while it is looking like it isn't possible I need to know for sure as I have been told it may be using some combination of canvas and video elements or wrapping the video element in some way. I was sent the following link
http://html5doctor.com/video-canvas-magic/
You need to stop and determine what's more important: Supporting a browser that is over a decade old or supporting a platform that is growing rapidly. That's really it. But if you continue on that line of thought, you'll learn quickly that you can't do HTML5 animations in any stable version of IE currently anyways.
So, you have two options. Develop in HTML5 and place alternative text in it's place for all IE visitors or develop in Flash and place alternative text in it's place for all iOS devices. Honestly, doing the same video twice (Flash and HTML5) seems like wasted effort. (Even with Google's new "Swiffy" SWF -> HTML 5 convertor, it's good, but it's not perfect and it doesn't support audio.)
If it was me in your shoes, I'd go with HTML5. IE10 is right around the corner and it supports animations. HTML5 is the new standard and that's the way everything is going. It seems like the logical choice to me.