두 명의 플레이어 사이의 시간차를 측정하고 조정하여 두 개의 YouTube iFrame API 플레이어를 0.2 초 이내로 동기화 할 수 있습니다. 예를 들어 한 플레이어의 재생 속도를 두 배 또는 반으로하고 X/2 밀리 초 후에 정상 속도로 다시 설정하여 X 밀리 초의 시간 차이에 대한 조정을 매우 정확하게 수행 할 수 있습니다. 일반 API 레퍼토리에서 사용자 상호 작용 (중지, 재생, 일시 중지)을위한 헬퍼를 추가 할 수 있습니다. 그들은 또한 선수들을 일시 정지시키기 때문에 광고를 덮는다.
script.js
// 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();
}
}
index.html을
<!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>
긴 촬영하지만, 혹시 이에 대한 해결책을 찾기 않았다
코드 명확히? –
@BenEverard 나는 결코하지 않았다. 나는 내 자신의 (html5) 비디오 시스템을 만들어 계속했다. – Joren
나중에 답장을 보내 주셔서 감사합니다 .-) –