Using HTML5 audio and video - Web developer guide
HTML5 introduces built-in media support via the <audio> and <video> elements, offering the ability to easily embed media into HTML documents. Embedding media in your HTML document is trivial: <video src=" controls> Your browser does not support the <code>video</code> element. </video> This example plays a sample video, with playback controls, from the Theora web site. Here is an example for embedding audio into your HTML document <audio src="/test/audio.ogg"><p>Your browser does not support the <code>audio</code> element. The src attribute can be a URL of the audio file or the path to the file on the local system. <audio src="audio.ogg" controls autoplay loop><p>Your browser does not support the <code>audio</code> element </p></audio> This code example uses attributes of the <audio> element: The preload attribute is used in the audio element for buffering large files. This plays the Ogg video file in browsers supporting the Ogg format. Using Flash
Buzz, a Javascript HTML5 Audio library
HTML5 Audio
SoundJS | A Javascript library that lets you easily work with HTML5 audio.
Recent Updates Follow @CreateJS December 2013 SoundJS 0.5.2 available. November 2013 SoundJS 0.5.1 available, which addresses webaudio issues introduced in FF25 September 2013 SoundJS 0.5.0 available.HTMLAudioPlugin - fixed an issue with not removing tags from DOM when removing src from SoundJS using removeAllSounds etcDate: April 10th The Story Why we built SoundJS About SoundJS Consistant cross-browser support for audio is currently a mess in HTML5, but SoundJS works to abstract away the problems and makes adding sound to your games or rich experiences much easier.
html5 - 2D Engines for Javascript
Box2DJS - Physics Engine for JavaScript
LimeJS HTML5 Game Framework
Pixi.js the 2D webGL and canvas renderer announced — goodboy©
Technical Partner Mat Groves blows the lid on our latest treat… UPDATE – Pixi.js is now available on github! For the last few months we’ve been hard at work, deep in the Goodboy code mines digging up a little treat for you all. So without further ado (insert drumroll here), it gives me great pleasure to introduce pixi.js! The aim of this project is to provide a fast, lightweight 2D library that works across all devices, both mobile and desktop. “Why should we care?” Although I fully intended pixi.js to be used to make wonderful, juicy HTML5 games, it is not a game engine – it is a rendering engine. I like to think of pixi.js as more like a 2D version of three.js so it will enable people to build all kinds of great 2D web experiences that we’ve all been building for years in Flash. Another important goal of pixi.js is to tap into the raw power of webGL for its rendering speed. Of course pixi.js also has a renderer that comes in canvas flavour that is optimised to the nuts too.
jDataView/jDataView
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