一次播放多个YouTube的最佳方式是什么?我希望它们在毫秒级内同步,因此不会受到缓冲问题或不同长度广告的影响。
更新1:
如果我能回答以下问题,我认为我的问题会得到充分回答:
当视频能够播放时,如何使用YouTube的javascript API进行检测(视频已经足够缓冲以便播放/广告不播放/视频不会因任何其他原因而暂停)?
更新2:
YouTube同步的基本理念已由SwigView完成。唯一缺少的是视频可以更准确地同步,而SwigView没有很好地实现。
我开始怀疑使用当前的API甚至是可能的,我正在寻找替代方法。
答案 0 :(得分:0)
通过定期测量和调整两个玩家之间的时差,可以在0.2秒或更好的容差范围内同步两个YouTube iFrame API播放器。例如,通过将一个播放器的播放速度加倍或减半并在X / 2毫秒后将其设置回正常速度,可以非常精确地完成对X毫秒的时间差的调整。可以从常规API指令库中添加用于用户交互(停止,播放,暂停)的助手。他们还会报道广告,因为他们会暂停播放。
澄清的代码:
// the players
var player1;
var player2;
// the rules
var syncThreshold=0.2; // seconds, threshold for an acceptable time difference to prevent non-stop syncing
var jumpThreshold=2; // seconds, threshold for a time difference that should be corrected by a rough jump
var jumpDeadTime=500; // milliseconds, a dead time in which we don't sync after a jump
// timeouts and intervals
var timeSyncInterval;
var syncActionTimeout=undefined;
// The YouTube API calls this once it's ready
function onYouTubeIframeAPIReady() {
player1 = new YT.Player('somediv1', {
videoId: 'zkv-_LqTeQA',
events: {
onReady: syncTime,
onStateChange: syncStateChange
}
});
player2 = new YT.Player('somediv2', {
videoId: 'zkv-_LqTeQA'
});
}
// the syncing magic
function syncTime(){
// making sure the syncing interval has not been set already for some reason
clearInterval(timeSyncInterval);
// setting a 1s interval in which we check it the players are in sync and correct in necessary
timeSyncInterval = setInterval(function () {
// if the timeout is already set, we are already trying to sync the players, so we don't have to do it again
if(syncActionTimeout==undefined){
// measure the time difference and calculate the duration of the sync-action
var time1=player1.getCurrentTime();
var time2=player2.getCurrentTime();
var timeDifference=time2-time1;
var timeDifferenceAmount=Math.abs(timeDifference);
var syncActionDuration=1000*timeDifferenceAmount/2;
if(timeDifferenceAmount>jumpThreshold){
// the players are too far apart, we have to jump
console.log("Players are "+timeDifferenceAmount+" apart, Jumping.");
player2.seekTo(player1.getCurrentTime());
// we give the player a short moment to start the playback after the jump
syncActionTimeout=setTimeout(function () {
syncActionTimeout=undefined;
},jumpDeadTime);
}else if(timeDifference>syncThreshold){
// player 2 is a bit ahead of player 1, slowing player 2 down
console.log("Player 2 is "+timeDifference+"s ahead of player 1. Syncing.");
player2.setPlaybackRate(0.5);
// setting a timeout that fires precisely when both players are sync
syncActionTimeout=setTimeout(function () {
// the players should be sync now, so we can go back to normal speed
player2.setPlaybackRate(1);
syncActionTimeout=undefined;
},syncActionDuration);
}else if(timeDifference<-syncThreshold){
console.log("Player 1 is "+(-timeDifference)+"s ahead of player 2. Syncing.");
// player 1 is bit ahead of player 2, slowing player 2 down
player2.setPlaybackRate(2);
// setting a timeout that fires precisely when both players are sync
syncActionTimeout=setTimeout(function () {
// the players should be sync now, so we can go back to normal speed
player2.setPlaybackRate(1);
// undefining the timeout to indicate that we're done syncing
syncActionTimeout=undefined;
},syncActionDuration);
}
}
},1000);
}
// a little helper to deal with the user
function syncStateChange(e){
if(e.data==YT.PlayerState.PLAYING){
player2.seekTo(player1.getCurrentTime());
player2.playVideo();
}else if(e.data==YT.PlayerState.PAUSED){
player2.seekTo(player1.getCurrentTime());
player2.pauseVideo();
}
}
<!DOCTYPE html>
<html>
<head>
<title>Sync Two Youtube Videos</title>
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<!-- CDN -->
<script type="text/javascript" src="//www.google.com/jsapi"></script>
<script type="text/javascript" src="https://apis.google.com/js/client.js?onload=onJSClientLoad"></script>
<script src="https://www.youtube.com/iframe_api"></script>
<!-- HOSTED -->
<script src="script.js"></script>
</head>
<body>
<div id="somediv1"></div>
<div id="somediv2"></div>
</body>
</html>