I am developing a YouTube channel (not published yet). My prototype Playlist has 4 videos as I last edited the Playlist, and when viewed from other Macs, all 4 play in sequence.
But, when I access the channel through a browser on Win10, the 2nd video is missing from the playlist. Confirmed with Edge and Firefox Win10 browsers.
The only thing different about the 2nd video is that, I needed to make mods to it. I had to delete the original, post the replacement vid, then resequence the Playlist to put it where it belongs (2nd place in the Playlist).
Any idea why the Playlist comes out missing the newest video when viewed from Windows10?
Here is the private link to the Playlist: https://www.youtube.com/playlist?list=PLgQb6MPMYTjyV82sR8H9hXRQ2F5s2NFsP
For private videos and playlists, the viewer must:
have a YouTube account and be signed in
have received an invitation from the channel creator
These steps were omitted in testing the channel on various of my own computers, and on friends' computers.
This is the most likely explanation. Will report back.
This was simply a problem where the odd video was posted with different visibility (Private) than the other 3 (Unlisted).
If you're not working in a high-security environment, Unlisted is much more practical for testing and reviewing pre-pub YouTubes. The browser only needs a URL pointing to the video (or playlist).
Private is for high-security projects where you cannot trust the testers to keep the links you give them private.
Related
I have a working "Action On Google" that we programmed.
I separately created a website that Chromecasts video (based on Google's sample code).
However, what I would REALLY like to have is speak to my Google Home, then automatically have content (ideally an image + audio, then a video right after) cast to the Chromecast.
Is this technically possible exclusively through the Google Home interaction?
Alternately, is there a way to cast image + audio at the same time through a website (and what code do I need to do so)?
Right there is no API for third-party developers to programmatically send content to a Chromecast.
As a java UI & Backend developer for past 10 years, What surprises me is the following browser behavior :
Firefox : I click on a related video (youtube website) and it takes some time to figure out the video and then buffering starts for the video.
Chrome : I click on a related video (youtube website) and it starts as if it was already buffering or buffer ready. This is surprising as there is no delay.
(note: If you have a very fast connection, you may not notice it. Slow it down by some parallel network related activity and then experiment)
My Concern is : Is Chrome browser programmed to preload some data related to youtube related videos to give a faster experience?
Google owns youtube and it makes sense for doing so.
But doing so,seems weird. Its like unusual customization for a particular website from a sea of websites.
Anyone knows a thing or two about it?
I noticed that when you install firefox you have to install flash manually, while chrome does not require that, i think it comes with it, or does not use flash at all. It might have something to do with that..
As I know, there is no way to get the video file in the camera roll.
But recently I did it when using updated WhatsApp.
Wahtsapp supportes video file uploading which is not in saved IsolatedStroage in wp7/wp8 devices.
How did it?
Now I'm researching but can't find.
Please help me.
There is still no documented API for loading existing videos.
From WPCentral:
The ability to send videos has been in WhatsApp for quite some time,
but an OS limitation prevented the app from accessing the media
library to fetch pre-recorded videos. Since early 2013 though, Nokia
has been working with the WhatsApp developers and it looks like it
paid off to have friends in high places. Through Nokia’s assistance
(and indirectly, Microsoft’s), WhatsApp now has permission to grab
videos from your library to send to friends.
On a desktop browser (Chrome, Safari, Firefox, etc.) you can have several tabs open and have a Youtube video cached on every tab. You can playback those videos even if you dont have internet anymore (because they are cached) and also you can minimize the browser to work on other stuff (so you can listen to the audio but dont have the video open at the same time).
So my question is: can I develop an app for mobile devices, which can have Youtube videos playing in the background (multitask) and also be able to cache them, and play them offline afterwards?
I just want to do the same that a browser can do on a computer, but on an iPhone. *The Youtube API Terms os Service are not clear in this aspect.
The terms of service are here: https://developers.google.com/youtube/terms
"For the avoidance of doubt, Your API Client shall not be designed to cache YouTube audiovisual content."
I work for a company and am trying to make a new demo page. I would love to dumb down the page to exactly what is not working, but unfortunately it is tied to a variety of scripts on my server, as well as AJAX requests that have to go to the same domain name. I will describe the going ons as well as possible however.
Essentially, my session code is working almost as expected. This is not where the problems lie. The problem is that the audio played after doing a "Say It" button click works as expected in Chrome,but firefox plays only the first audio request, even after subsequent ones with different text, and nothing is played in internet explorer. The relevant code is all in the head section where a group of three functions control all of what is going on. formSubmit() is called when "Say It" button is hit, onAudioLoad() is called once the audio has been loaded, and limitText() does, well, it limits the amount of text people can put in.
So formSumbmit() sends an AJAX request to my server script which returns one of two things:
1) HTML5 audio tag with the source elements with correct src attributes
or
2) A p element saying that your session has expired.
I am simply trying to get the audio to play without the horrible echo (which may or may not be caused by the actual mp3/ogg conversion software) and to have it work as expected on all browsers.
onAudioLoad sends a request to delete the audio, to avoid people stealing our product too easily :D
Expected behavior:
Whatever text is present in the demo text area will be sent server-side to be synthesized, and then the audio will be played through the client's speakers.
If you have any further questions I will be checking back here periodically.
Here is the URL of the demo:
http://www.cepstral.com/demos/temp/cepstral_tts_demo.php
Thank you for any and all help.
Ultimate Question:
Why does this work as expected in Chrome but not in Firefox 11 and IE9?
In firefox it will play only the first audio request.
In IE9 no audio is played.
I am aware that the audio is never going to be safe. We are just trying to make it more difficult for common users.
After trying to find out what was going on and having contact in chat (transcript) I've come to the following conclusion: it's an caching issue.
When trying to change text in FF and requesting a new soundfile it still plays the old sound. By checking the requests and responses it looks like you are always responding with the same filename (for the audiofile) although the sound itself is different.
When downloading that soundfile or opening it in a new tab and refresh it without cache it plays the correct sound (with the new text), so I'm pretty sure about the caching.
You should find out a way to return unique filenames for different texts to prevent browser playing the cached versions.
The same applies when testing it on IE on my machine.
EDIT by OP
Wanted to add that the reason it was not working on my IE appears to be that I am using Windows 7 N. Noted in the release notes for IE9 is the fact that Windows 7 N requires special updates to play HTML5 video. They do not mention HTML5 audio, but it is my assumption that this is the problem.