I am using Baseflow's XamarinMediaManager and I can't figure out a way to resume to the "live" marker of a livestream when the player is paused.
When I pause a live streamed source, there is no way I can find to jump back to live. I tried this, but it doesn't work:
await CrossMediaManager.Current.SeekTo(TimeSpan.FromHours(9999));
Is there a method i'm missing to jump to the live marker?
I cant comment due to low REP but maybe try this:
CrossMediaManager.Current.Play()
You only need to reassign the content of CrossMediaManager and play it, this will reassign the resource starting in its default position which in your case is live mode.
To do this you only need to implement the following code:
await CrossMediaManager.Current.Play(url);
Have a great day Chris, hope it helps!
Related
so I'm making Emotes for my game and I need it so if the player moves at all it cancels the Animation and the Sound, does anyone know how to do this?
Here is my code in ThirdPersonCharacter for the emote:
I also need it so once the B key is pressed you can't press it again until you move. Without this you can spam the key and the sound goes crazy.
Thanks everyone!
P.S. The emote and sound loops, the sound is playing a cue
This can be done easily friend , you need to attach an audio component to your actor so that you have a reference to play it and stop it when your player starts to move or is standing idle, I recommend binding a function to where your player moves to stop the sound . The audio component has a stop function . You can also create a function to choose which sound should the audio component plays.
Now as for your second problem of sound going crazy a do once with delay node back to complete should do the trick , nonetheless there is also an input delay node which I forgot , YAAAAAAY time to learn new nodes!
I hope it helps . Keep on working :).
The issue here is that you're using the animations directly from the asset when, in fact, this is a perfect opportunity to use a Montage and blend the emote into the character.
If you detect movement input you can then cancel the whole thing. To stop the sound, you'll need to save a reference to the spawned SpawnSound2D in a variable. From there, a simple Stop node will do the trick. I'd probably leave the Montage running until it finishes to avoid unnatural character animations but if you truly need to stop the animation as well, use a Stop Anim Montage node
Be careful, though, sudden disruption of player feedback can feel clunky.
I want a firefox add-ons , which will automaticly load the missing image after a given interval. and it will stop after the image load. please anyone help me on this .
thanks in advance.
Brainstorming an idea - may not be the best approach:
Add a mutation observer to each document, walk the tree of that node, if anything in there is an image, attach event listener for onerror, and onerror trigger then you know it failed.
Another way is to use http observer, as you detect its an image (see this topic on how to detect image from http - Firefox addon - monitoring network ) then do some stuff, maybe watch that nsIRequest, and replace it with your own, but keep that original in hand. If the origianl doesnt complete or completes with error code, then try to send the replacement to whatever you want. Sounds cool to me :P just brainstorming - this technique would get the images loaded in css and other places (the first one only gets <img>s)
I can cause an embed youtube video to begin playing automatically using "autoplay=1"
When a user views the embedded video does it count towards my views count?
I have attempted to test but had inconclusive results. Viewed embedded videos to not appear to consistently convert to views even when play is manually clicked.
My tests have been from a single machine and IP which may be the problem? Browser session does not seem to be relevant.
There's been some discussions regarding this topic. Here's a thread with some contradictory answers:
Does the views in the embed player count?
And here's an article about an official response from Youtube claiming that autoplay views does not count:
Youtube Says Autoplay Don't Count
Here's another one that claims that embedded videos with autoplay doesn't count:
How does YouTube video view count work?
(found through this SO answer)
Note 1: Note that there seems to exist "cheats" and bugs, but Youtube claims to be working to prevent it. This means that, if you're using their API in a regular way, your autoplay views probably doesn't count.
Note 2: The above note is simply Youtube's official statement. Who knows what's really going on. Some people (including you, OP) are getting mixed results.
The bottom line is, don't count on it (pun intended).
Short answer: NO
I found this official documentation on the subject (however it's regarding the Custom gadget development guidelines)
Rule of Thumb:
Any time a user initiates a playback using the native player controls, that playback should count. Using an API method to PLAY a video does not count. BUT, you can use cueVideoById and then have the user click a native built in play button and it will count.
Views will NOT be counted if:
The user initiates playback via an API method like playVideo or loadVideoById
The video autoplays via the autoplay parameter
You can try adding the attribute "enablejsapi=1" . This will increase the view count in youtube.com site
No. It was a long search, but the answer seems to be hidden here. Follow the link to check it out.
Taken from here.
https://support.google.com/youtube/answer/171780?hl=en&ref_topic=3014330
I need background player to play a single track in a cycle without a pause between end and beginning. How could I implement it?
I have tried to implement it by AudioPlayerAgent but it is not able to remove pause which is short but stay here.
Maybe you should look at the BackgroudAudioPlayer.
More informations and some examples are available right here =>
http://msdn.microsoft.com/en-us/windowsphonetrainingcourse_musicplayerlab_topic2.aspx
Maybe you could use the event PlayStateChanged to launch again the same music.
Hope it helps :)
What about using XNA Library?
Song song = Content.Load<Song>("BackgroundMusic");
MediaPlayer.Play(song);
MediaPlayer.Volume = 0.5f;
MediaPlayer.IsRepeating = true;
I am not sure it works as you want though.
I'm muting volume in QTkit like this:
if
([muteButton state] == NSOnState){
[mMovieVolumeSlider setFloatValue:0.1];
[testMovie setVolume:0.1];
The problem is the volume attenuation is sudden and abrupt. How can I implement a fade effect to the volume attenuation?
Also - my app runs .pls audio stream files. I have the .pls files embedded in the bundle. When selecting a stream within the app, a short delay is common before the stream begins to play. I want to display some sort of status message ("Buffering" or Connecting") during this short delay prior to connecting. When the stream begins the status message would end. Any idea's on how to approach this?
thanks for the help.
-paul.
I'll just outline my answers to your two questions as suggestions:
What you want to accomplish sounds much like a good fit for NSAnimation (either through subclassing or delegation — animation:valueForProgress: will probably be your friend here).
Open the QTMovie asynchronously and listen for the QTMovieLoadStateDidChangeNotification.
HTH
Daniel