I'm a noob when it comes to these things but I managed to ugly-edit the code such that it plays .webm files.
var image = document.createElement("img");
->
var image = document.createElement("video"); ... image.autoplay = true; image.loop = true;
Also configure "slideshowSpeed" to be "60000" to allow the full length of the webm to play out before looping. Maximum length of a webm is therefore 1 minute.
Include 'webm' in the "validImageFileExtensions" configuration option.
These minor adjustments allow .webm files to be played.
What I would like to do despite my lack of interpreting the source code is to check each image filepath for their file extension and if it is a .webm file I would branch off and do a video tag instead of a img one.
I would also set 'slideshowSpeed' to be equal to the video length.
Anyway, one of my first edits to a source code project (like ever). Here's a pat on the back for me.
I'm a noob when it comes to these things but I managed to ugly-edit the code such that it plays .webm files.
var image = document.createElement("img");
->var image = document.createElement("video"); ... image.autoplay = true; image.loop = true;
Also configure "slideshowSpeed" to be "60000" to allow the full length of the webm to play out before looping. Maximum length of a webm is therefore 1 minute. Include 'webm' in the "validImageFileExtensions" configuration option.
These minor adjustments allow .webm files to be played.
What I would like to do despite my lack of interpreting the source code is to check each image filepath for their file extension and if it is a .webm file I would branch off and do a video tag instead of a img one. I would also set 'slideshowSpeed' to be equal to the video length.
Anyway, one of my first edits to a source code project (like ever). Here's a pat on the back for me.