// initialize jwplayer var playerInstance = jwplayer('player');// player dom elements var playerContainerEl = document.querySelector('.player-container');// returns video player position from top of document function getElementOffsetTop(el) { var boundingClientRect = el.getBoundingClientRect(); var bodyEl = document.body; var docEl = document.documentElement; var scrollTop = window.pageYOffset || docEl.scrollTop || bodyEl.scrollTop; var clientTop = docEl.clientTop || bodyEl.clientTop || 0; return Math.round(boundingClientRect.top + scrollTop - clientTop); }// returns the current y scroll position function getScrollTop() { var docEl = document.documentElement; return (window.pageYOffset || docEl.scrollTop) - (docEl.clientTop || 0); }// configure jwplayer instance playerInstance.setup({ autostart: true, playlist: 'https://cdn.jwplayer.com/v2/playlists/mYdavspX', primary: 'html5', setFullscreen: true, width: '100%' });// when jwplayer instance is ready playerInstance.on('ready', function() { var config = playerInstance.getConfig(); var utils = playerInstance.utils; // get height of player element var playerHeight = config.containerHeight; // flag determining whether close has been clicked var closed = true; // CHANGED // flag determing whether player is playing var playing = false; // ADDED // eventhandler for when close button is being pressed document.getElementsByClassName('icon-close')[0].addEventListener('click', () => { closed = true; onScrollViewHandler(); }); playerInstance.on('play', function() { closed = false; playing = true; // ADDED }).on('pause', function () { playing = false; // ADDED }).on('adPlay', function() { closed = false; // ADDED playing = true; // ADDED }).on('adPause', function() { playing = false; // ADDED });// get player element position from top of document var playerOffsetTop = getElementOffsetTop(playerContainerEl);// set player container to match height of actual video element playerContainerEl.style.height = playerHeight + 'px';// below we handle window scroll event without killing performance function onScrollViewHandler() { var minimized = getScrollTop() >= playerOffsetTop;if (closed && minimized) { minimized = false; jwplayer().pause(); playing = false; // ADDED } else if (!minimized && !playing) { closed = true; // ADDED } utils.toggleClass(playerContainerEl, 'player-minimize', minimized); // update the player's size so the controls are adjusted playerInstance.resize(); }// namespace for whether or not we are waiting for setTimeout() to finish var isScrollTimeout = false;// window onscroll event handler window.onscroll = function() { // skip if we're waiting on a scroll update timeout to finish if (isScrollTimeout) return; // flag that a new timeout will begin isScrollTimeout = true; // otherwise, call scroll event view handler onScrollViewHandler(); // set new timeout setTimeout(function() { // reset timeout flag to false (no longer waiting) isScrollTimeout = false; }, 80); };});

With Ancient Evil on its way, Treyarch is hyping players up with a special behind the scenes look on what goes into the sound design on the fan-favorite mode.

In the third episode of the ongoing “DECLASSIFIED” series, Treyarch sets the focus on the sounds that make up Call of Duty Zombies. From the groans of the undead to the iconic easter egg songs, Treyarch’s sounds team provides new insight on what makes everything click.

The teams talks about their experiences building the crowd cheers and boo’s in the map IX. Using some sound design magic, the team made 20 actors sound like a coliseum full of people.

Another unique aspect of the sound design in IX is that each player hears different audio. Because of the thumbs up/down system on the map, players will only hear the crowd cheering them on when they’re doing well, not if someone else is.

Watch the full video to learn more about how everything comes together to make a cohesive sounding map.

The first Declassified episode covered the development of Nuketown, while the second detailed gun ballistics in Black Ops 4.

Which Zombies map do you think have the best sound design? Are you a fan of the quieter maps like Nacht der Untoten, or the bombastic scores from a map like Blood of the Dead? Let us know in the comments below!

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Brooklyn boy, born and raised. @MrBrawl96 everywhere on the World Wide Web.