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Keep in mind such a callback is fired "after" a video finishes so you will likely have to reset the other videos with a little bit of time in advance. But in theory this should allow manual synchronization of clips, at least periodically each time a video finishes.
This can also happen with normal video wallpapers and I think that it's unable to buffer the data quickly enough or that the program doesn't get enough CPU time. If you have this issue with 60 FPS, try using 30 FPS instead.
I switched to h.264 and then the artifacts are nearly non existent. I'm good with that. ^^
If setCurrentTime leads to artifacts you can also try stopping and playing the video instead.
Hope you don't mind my asking but the first run of the two video textures, after the wallpaper starts, is still a bit off sometimes and after that they run in sync. This is because of your little script I applied? Can I somehow apply it in a way that they run syncronised right from the start?
Sorry if this is a stupid question but I'm interested in understanding what's happening.
Thanks for your help.
I think it's to be expected that they may not be perfectly in sync until everything is loaded, because the videos take a moment to start up. It's really dependent on the system and how heavy the videos are in the end.
Can you please tell me where to put setTimeout in the init function? Tried it but it wasn't working. This is sometimes confusing to me because of some missing basic knowledge. I just don't know where to put what. Read some JavaScript sites about basic knowledge but that didn't help either.
Would appreciate the help and thanks for your time.