The way you're accessing the cue is correct - no problems there (although there will be a change in Captionator 0.6 from the .tracks
property to the .textTracks
property to be more in line with the specification. If you can bear the occasional bug I would recommend using 0.6 for its greater standards compliance - I've written the below code to use .textTracks
- substitute for .tracks
if you'd like to continue using the stable branch.)
The issue relates to the loading of the text tracks themselves. At the moment, you're not actually telling Captionator to load the track. Because this happens asynchronously, and on request, there is that inevitable delay where their content isn't available, you'll need to write your code in a way which accommodates for loading time and the potential load error.
You're also not waiting for Captionator itself to load - potentially a user could unknowingly click the button before this had occurred - triggering a nasty JavaScript error. This won't be such a problem when testing on your local box, but as soon as you deploy to the internet you'll be seeing all sorts of race conditions and other nasties. Consider disabling the button until both the page and the caption data have loaded.
I've tried to make the Captionator API as close as possible to the actual JS API which will be landing in browsers very soon - so in future this will be the same way you'll interact with the native browser functionality. As soon as the functionality is available natively, Captionator will bow out of the way, and your code should (assuming they don't change the API again!) just work with the native API.
First of all, you need to actually request that Captionator load the content. This is done my setting the 'display mode' of the track to SHOWING
, or 2
.
var video = document.getElementByID("myVideo");
video.textTracks[0].mode = 2; // SHOWING
Alternately, you can assign the status of a track to HIDDEN
(1
) - which still triggers a load, and cueChange events will still fire - but won't paint cues to screen. In Captionator, I don't paint metadata tracks to screen at all, but the (buggy) WebKit API in development will.
video.textTracks[0].mode = 1; // HIDDEN
Then you need to listen for when the cues are loaded and available:
video.textTracks[0].onload = function() { /* Your Code Here... */ }
Or when something goes wrong:
video.textTracks[0].onerror = function() { /* Whoah, something went wrong... */ }
Once the content is loaded, you can access the TextTrack.cues
array (well, technically a TextTrackCueList
.) Before the load has occurred, the TextTrack.cues
property will be null
.
var myCueText = video.textTracks[0].cues[0].text;
Be aware that Captionator parses the cue text of every cue, except when the track kind is metadata
- so ensure you assign the correct track kind. You might end up with data or tags Captionator thinks are 'invalid' being thrown out. You can turn this check off for regular cues as well, with by setting the processCueHTML
option to false
.
With that in mind, here's how I'd rewrite your code:
<div>
<p id="metadataText">Metadata text should appear here</p>
<input type='button' onclick='changeText()' value='Click here to display the metadata text' id="changetext" disabled />
</div>
<video controls autobuffer id="videoTest" width="512" height="288">
<!-- Your video sources etc... -->
<!-- The metadata track -->
<track label="Metadata Track" kind="metadata" src="metadata.vtt" type="text/webvtt" srclang="en" />
</video>
<!-- Include Captionator -->
<script type="text/javascript" src="captionator.js"></script>
<script type="text/javascript">
document.addEventListener("readystatechange",function(event) {
if (document.readyState === "complete") {
captionator.captionify();
document.querySelectorAll("#changetext")[0].removeAttribute("disabled");
}
},false);
function changeText() {
// Get the metadataText paragraph
var textOutput = document.querySelectorAll("#metadataText")[0];
// Get the metadata text track
var metadataTrack = document.querySelectorAll("video")[0].textTracks[0];
if (metadataTrack.readyState === captionator.TextTrack.LOADED) {
// The cue is already ready to be displayed!
textOutput.innerHTML = metadataTrack.cues[0].text;
} else {
// We check to see whether we haven't already assigned the mode.
if (metadataTrack.mode !== captionator.TextTrack.SHOWING) {
textOutput.innerHTML = "Caption loading...";
// The file isn't loaded yet. Load it in!
metadataTrack.mode = captionator.TextTrack.SHOWING; // You can use captionator.TextTrack.HIDDEN too.
metadataTrack.onload = function() {
textOutput.innerHTML = metadataTrack.cues[0].text;
}
metadataTrack.onerror = function() {
textOutput.innerHTML = "Error loading caption!";
}
}
}
}
</script>
Here, we're disabling the button, preventing users on slow connections (or just somebody with very quick reflexes!) from hitting it before either Captionator or the metadata track are ready, and listening to a load event - at which point we re-enable the button, and can retrieve the cue text as normal.