You can listen to several events from Clappr.
// You can either listen to events fired from the player layer this way
var player = new Clappr.Player({
events: {
onReady: function() { ... }, //Fired when the player is ready on startup
onResize: function() { ... },//Fired when player resizes
onPlay: function() { ... },//Fired when player starts to play
onPause: function() { ... },//Fired when player pauses
onStop: function() { ... },//Fired when player stops
onEnded: function() { ... },//Fired when player ends the video
onSeek: function() { ... },//Fired when player seeks the video
onError: function() { ... },//Fired when player receives an error
onTimeUpdate: function() { ... },//Fired when the time is updated on player
onVolumeUpdate: function() { ... },//Fired when player updates its volume
}
})
// or this way
player.on(Clappr.Events.PLAYER_PLAY, function() { ... })
If you want to listen for events from other layers, you need to add the bind for the specific scope.
For example, the CONTAINER_STATE_BUFFERING
event is triggered by the container, so if you want to listen for events from the container layer on your code, here is how:
player.core.activeContainer.on(Clappr.Events.CONTAINER_STATE_BUFFERING, function() { ... })