// 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); };});

Forbes recently got the chance to meet up with the composer for Black Ops 3’s soundtrack, Jack Wall, and talk about the changes in the audio that the team is bringing to Black Ops 3, over what they did in Call of Duty: Black Ops 2. According to Forbes, Treyarch has built a new audio engine for Black Ops 3 that now relies less on scripted events, but now are trigged based upon contextual clues.

Developer Treyarch has built an entirely new audio engine that’s designed to be less reliant on big, scripted events and allow the soundtrack and cinematic elements to trigger based on contextual clues. The team has been working to incorporate more tactical choice into the gameplay, but they’ve still got to find a way to make the bombast Call of Duty is known for fit into that more fluid setting.

“We can script in music in a number of different ways to make it more interactive depending on what the player is doing. All the cinematics in the game are driven by the engine, so it looks seamless. Sometimes we just keep music going through those moments, other times we’ll go into a new cue, but the way that we transition to the way to what was happening before into that is totally seamless, and it all happens on the fly,” he says. “Let’s say you’re in a battle situation, and when you fire the last shot — on the next bar there would be a cross fade into an outro, which takes you down to no music, and that would crossfade seamlessly so that it feels like the same piece of music. Other times we might go into a cinematic right from battle, so we put a hit right on the thing to denote that something is dramatic is happening, and then fade out into the cinematic music. It works really well — their engine is way better than it was in Black Ops 2.”

In addition, Forbes has shared a sneak peek of the new soundtrack.

SOURCE: Forbes

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