Problems playing Youtube clips on mobile using the iFrame API - mobile

I am embedding youtube clips on my website (using the iframe API), and there's an annoying issue when watching it on mobile. For most clips, I am setting a start and end parameters. I can see the clip on the device loading fine, the marker even jumps to the start position, but then (and only on some videos) all I get is the spinner running infinitely without playing the clip.
I tried pausing and playing again and I noticed that if I do that enough time, the player gets angry, jumps to the clip's beginning and then it plays without a problem (so I know that there are no restrictions or anything).
An example can be seen here: http://www.playbuzz.com/shayc/cover-versions-whos-track-is-this-originally
This url is available on both desktop and mobile, I have issues only on mobile.
Is there anything that can be done to fix this?

Related

How can I keep sound playing on my guitar tuner site the way Fender does on their site?

EDIT: Quickly gonna mention that in mobile, the phone cannot be on vibrate/silent mode or else the sounds won't play for whatever reason.
I created a tune-by-ear guitar tuner using React and Howler.js and so far everything works great on Desktop.
It currently lives here: https://rickyd-dev.github.io/sonus_app/
My source code: Sonus Repository
When testing my site on mobile, upon loading the page, the sounds work great. You can tap on the strings and the sounds turn on no problem.
Now, if I were to leave my phone's browser to go into a different app like Twitter for a little bit and then if I come back to my browser with my tuner site still on there, the sounds no longer turn on upon tapping on the strings. I have to do a manual refresh of the page in order for the sounds to play normally again.
I have tried many things like testing the Howler.ctx.state, unloading my sounds and then immediately having them reloaded, and nothing seems to work when it comes to this issue. They all play initially then after leaving and coming back the sounds stop.
I tested the Fender website's guitar tuner (Fender's online tuner), and they do not have this issue. I can load up the site, play sounds, leave the browser to browse reddit for a minute, come back and the sounds STILL play no problem.
I tried looking at their source code and I have also tried debugging by connecting my phone to the computer and testing different things from the mobile browser but I'm not having any luck finding what Fender is doing different.
Does anyone know how they're accomplishing this? That is the ONLY issue that I'm having with this and I have not found a way to tap into the problem. I just want my sounds to play even after a user comes back from another app without having to manually refresh.

Twilio WebRTC Video freezing on Mobile Web

I've implemented the Twilio Video quickstart code in my project using ReactJS and after a few tweaks, it all seems to work fine on chrome and firefox from my computer, but when I try to use either the preview or make a call with another client from my mobile web browser, the video does not move. It is stuck, but the video streams will work fine if I am moving the screen with my finger or if my finger is just on the screen, but will freeze on it's current frame the moment I stop moving the screen. I am not sure if this is an issue with the way Twilio attaches the video or if there is just something about mobile browsers that I don't understand when attaching video streams.
Thanks for the help
So there are a few things that could be going on here. Currently and also for the foreseeable future, Twilio Video will require the A6 system on chip, so older devices like an iPod Touch (5th gen) for example, would not supported.
https://www.twilio.com/docs/api/video/system-requirements
You might try to modify the bitrate indirectly through modifying the resolution. There is some sample code (in Swift) demonstrating this API:
https://github.com/twilio/video-sample-ios-capture-render/blob/master/VideoSampleCaptureRender/ViewController.swift#L205
Lastly, reporting of connection information through the conversation delegate does receive statistics:
https://media.twiliocdn.com/sdk/ios/conversations/releases/0.22.0/docs/Protocols/TWCConversationDelegate.html#//api/name/conversation:didReceiveTrackStatistics:
however there is not an automatic way to adjust the resolution based on these statistics.
Hope this helps to point you in the right direction. Please let me know in the comments what you find out.

Playing Flash video using cefsharp or Geckofx

I'm putting together a simple winforms app for playing videos from the web for my kids. I've explored two options so far but I'm having problems with both of them:
cefsharp: Playing videos wasn't a problem, but it would not persist cookies (even with the CachePath set), so I would have to log into the web sites each time. This would not be very user-friendly.
GeckoFX: No matter what site I go to (youtube for example), flash videos will not play. I get a bank section on the page where the video goes. Based on other questions, I tried adding the line "Gecko.GeckoPreferences.Default["extensions.blocklist.enabled"] = false;" right after the initialize statement, but that did not work. I'm running xulrunner-33.0.2 and GeckoFx-Windows-33.0-0.2.
Any ideas on how to get either solution working would be appreciated.
UPDATE:
I found this site https://bitbucket.org/geckofx/geckofx-29.0/issue/14/plugin-flash-not-working-since-xulrunner which stated to turn off the "Visual Studio hosting process" for the project and now YouTube video play with GeckoFX, but no videos play off xfinitytv's site (http://xfinitytv.comcast.net/watch-live-tv/).
A bug has recently been fixed in CefSharp to make this possible. See this issue: https://github.com/cefsharp/CefSharp/issues/843
What should work is:
setting CachePath
set the persist_session_cookies command line argument
after OnContextInitialized, call Cef.SetCookiePath
You'll need to use the latest version 39.0.1 to get access to the OnContextInitialized delegate.

Street View : Android vs iOS

my current project requires the implementation of Google StreetView.
The app already exists for iOS, where everything worked pretty fine, StreetView is embedded in the view, customized with overlays and buttons and what not...it runs fast, scrolling the StreetView view is smooth, it's obviously no webview...in short, it's perfect.
Now I have to do this app for Android and I was looking all day already, but with no success. From what I found out, there is the possibility to start StreetView as a new activity, without any chance to customize it, no overlays, no buttons, just standard Google stuff. This should be pretty smooth as it is not a webview. I can't use this, as I have to customize the UI.
Now I tried the webview approach and this makes everything slower and more laggy than you'd expect from even Android... BUT...seems to be customizable. Still, as slow as it is, I can't imagine anyone having fun with it.
So, my question is, do I have any more chances to get this working (a transparent Activity on top of the StreetView Activity? - please no)? Why does Google get it right for iOS and not for Android?
The iOS SDK just got released recently, is there a chance a new one will be coming for Android soon?
Thanks for any hints, M.
Found it. The answer lies herein : Android webview slow
Turning off the hardware acceleration speeds up the rendering ... yeah, right!
if (Build.VERSION.SDK_INT >= 11){
webview.setLayerType(View.LAYER_TYPE_SOFTWARE, null);
}

Mobile Safari IOS 6 Take a picture

I'm looking into the file upload on IOS6 and know that this is possible with the usual link:
<input type="file" accept="image/*" capture="camera">
Altho, the most tutorials and issues I can find are mostly about the upload function. In my case I need to be able to take a picture inside mobile safari with the build-in camera.
I have set up a page to test this (no code, only the link I posted above), and when I take a picture the app (camera app) crashes without actually saving my picture. Is this normal behaviour? Do I need to add some code to upload the picture first? Altho this last thing doesn't make sence to me, since you need to add an already saved picture to a file upload link.
Any help in this would be greatly appreciated :)
You should not need anything more in the code to avoid crash. It should work the same as choosing a picture from the library. I have tested this on an iPhone 4S with iOS7 and my Safari crashes too. It does not crash every time if I take a picture with the front facing camera (smaller picture?). It also works if I only load the picture from the photo library.
This is a bug in iOS I think. I managed to go around it by restarting my phone. Sadly there is not much we can do on the web side of things, except inform the user that the feature may be buggy.
Probably the best recommendation, until Apple provides a fix in a future update, would be to caution your user to close down the rest of their Safari tabs. (This lowers the memory usage and prevents Safari from crashing when doing the 'Take Photo' path through file upload).

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