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Closevalue | The number of the frame that is ready. |
The VideoPlayer invokes this event when a new frame is ready to be displayed.
Use this event to:
To enable this event so that the VideoPlayer emits it, set the VideoPlayer.sendFrameReadyEvents property to true
. This event is likely to tax the CPU, so set VideoPlayer.sendFrameReadyEvents back to false
when you don’t need it.
The VideoPlayer also emits this event if you call VideoPlayer.Pause on a VideoPlayer that's not prepared yet or isn’t currently playing. When you call Pause()
on a VideoPlayer that's not prepared or playing, it behaves as if you called Play()
and then immediately called Pause()
. This allows you to seek to a certain point in the video, and pause to give it time to prepare the frame before you play it.
// This script plays some audio when the VideoPlayer reaches the frame (targetFrame
) you set. // Make sure to assign a VideoPlayer component to your GameObject and assign an AudioSource in the Inspector.
using UnityEngine; using UnityEngine.UIElements; using UnityEngine.Video;
public class FrameReadyExample : MonoBehaviour { VideoPlayer videoPlayer; public AudioSource audioSource;
// The frame you want to play the sound at (set this value in the Inspector). public int targetFrame;
void Start() { videoPlayer = GetComponent<VideoPlayer>();
if (videoPlayer != null) { // Prepare the VideoPlayer to play the video. videoPlayer.prepareCompleted += OnPrepareCompleted; videoPlayer.Prepare(); } else Debug.LogWarning("Your GameObject doesn't have a VideoPlayer component."); }
void OnPrepareCompleted(VideoPlayer vp) { // Clamp targetFrame to be within the frame count of the video. var totalFrames = videoPlayer.frameCount; targetFrame = Mathf.Clamp(targetFrame, 0, (int)totalFrames - 1);
videoPlayer.sendFrameReadyEvents = true; // When frameReady event is invoked, call this function. videoPlayer.frameReady += OnFrameReady;
videoPlayer.Play(); }
void OnFrameReady(VideoPlayer vp, long frameToPlay) { Debug.Log("Frame " + frameToPlay + " is ready.");
// Play the audio when the VideoPlayer video reaches the target frame. if (frameToPlay == targetFrame) { if (audioSource != null) { audioSource.Play(); } else Debug.LogWarning("AudioSource component is missing."); videoPlayer.sendFrameReadyEvents = false; } } }
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