I am having a problem with quality for embedded YouTube videos in my app. I am using YTPlayerView to embed videos from YouTube. My app has 2 options: option 1 is the user can watch video with 360p quality and option 2 is 720p quality. Are these two options possible? If yes, can I customize the video playback quality of the YTPlayerView?
I tried to change the quality this way, but it does not appear to work:
[self.playerView setPlaybackQuality:kYTPlaybackQualitySmall];
I assume you are using YouTube's youtube-ios-player-helper for iOS.
Unfortunately, due the to the nature of the iFrame API, it is not possible to force a quality playback with this library. The player will load the video in the closest resolution to your YTPlayerView's size. If you change the size of your YTPlayerView programmatically, the view will reload the video to fit your new frame.
See this GitHub issue on the project page. Unfortunately, this is the expected behavior of the class.
Related
Facebook's functionality which needs to be recreated is described really well in this video: https://youtu.be/CMKJoK3DI50?t=128
Our stack is Laravel + Vue.js 2 on a LAMP server.
the ability to upload the video, and after the video is uploaded, the ability to move the video behind the player so that it is "cropped" (see youtube video above, #2:20) - i am not sure if facebook actually crops their videos or simply leaves it whole and changes the placement of the video behind the viewable player so that a certain area of the video is shown, but the entire video is playing behind the "mask".
Any pointers on the best way to get this done in vue.js? And is the video actually cropped, or just "masked".
thanks, Sebastian
Is there any way to run videos on Apple watch using Watchkit within my app? I tried finding any video player, but there was nothing. Thanks!
No - there's currently no way to run video on Apple Watch using Watchkit.
Depending on your desired outcome, you may be interested in the Animation capabilities of WatchKit. By adding a series of images into your Watch App bundle, WatchKit allows you to cycle through them at up to 120 fps or slower when fetching images from iPhone.
You could accomplish some pretty amazing results by animating images, although bare in mind image resources need to be kept to a minimum.
I suggest this tutorial on WatchKit Animation
and this Swift framework for rendering UIViews as image sequences in WatchKit.
My design calls for a video playing in the background of my login screen, exactly like 6snap has.
I would like to avoid the default behavior of stopping the user's music when the video starts to play. My video does not have sound.
I'm using:
<MediaElement Source="MyVideo.mp4" />
I tried setting IsMuted=true which didn't help. Does anyone have an idea how 6snap managed it?
Edit: currently trying the animated gif route. Using the ImageTools 3rd party library and having converted my MP4, it works fine. My 9 second 640x1136 3MB video became a 41MB GIF, so I have to reduce the quality drastically. Still trying to find a better way if possible.
You won't be able to do that with Background Audio and MediaElement, hence as MSDN says:
When a MediaElement control plays audio or video content, any background sounds or media already playing are halted. The app launches the playback experience when the user taps the control. Only one MediaElement control can operate at a time.
It's no matter you have no sound - when you start to play all background sounds/media are halted.
I'm not sure how the App you have mentioned achieved that, but maybe you can try with DirectX/XNA - thought I've not tried this and don't know if that would help.
I'm working on a page that has a list of houses for sale. Each listing has a short video with the option of watching in the page or full screen.
I'm struggling a little with having the videos on the page at one resolution and the fullscreen at a higher resolution - this is needed especially for devices that automatically go fullscreen when the play icon is pressed.
I've had good results with video.js (http://www.videojs.com/) for the page resolution but it doesn't appear to support resolution change on fullscreen. I found this thread with comments about the HTML spec and changing resolution mid-stream: https://github.com/videojs/video.js/pull/233.
I'm told the embedded Youtube player selects the correct resolution automatically but the branded player makes this a non-starter.
Also I've found that in IE10 without Flash that the embedded Vimeo player doesn't function and in Chrome without Flash the Vimeo and Youtube players fail as well... so much for HTML5!
So anyone have a solution for showing video at the correct resolution (low/high) for the state of the player (contained/fullscreen)?
Your question answered a query of mine. It looks like auto switching resolution is still not implemented in videoJS other than for YouTube videos. There is a demo at videoJS Resolution Switcher and you can see in the console that changing window resolution to full screen has no effect.
I've been using the JWPlayer for several years with no problems at all. It reliably supports auto switching has many features and very good support.
I've created an animation which runs inside of the Google Earth plugin (browser) and I'd like to somehow encode this animation into a video format that I can upload to YouTube or a related video site. Are there any tools out there to help me do this?
**EDIT: more detail
This animation changes depending on user input. So it needs to be scalable. The user would click a button: download video after which a server would convert the animation.
You can use FRAPS to record a video of the animation running on your machine.