Hello! Here is some code you wrote for me:


 Your browser does not support HTML5 video.
var vid = document.getElementById("myVideo");
var pauseTimes = [5, 10, 15]; // array of times to pause in seconds
var currentTime = 0;

vid.ontimeupdate = function() {
 currentTime = vid.currentTime;
 if (pauseTimes.includes(Math.floor(currentTime))) {
 vid.pause();
 // Wait for a call to continue playing
 waitForContinue();
 }
};

function waitForContinue() {
 // Do something, like displaying a message or button to continue
 // Add an event listener to continue the video
 document.getElementById("continue-btn").addEventListener("click", function() {
 vid.play();
 });
}

Continue


This code works well but because the times are rounded to whole seconds, sometimes pressing the continue button doesn't move the video to the next time that is listed in the array, are you able to help me fix this?
user
Sure, I can help you modify the code to include the actual time that the video should pause at, rather than rounding to the nearest second. You can use the `Math.floor()` function to round down to the nearest integer. Here's the updated code:

```js
var vid = document.getElementById("myVideo");
var pauseTimes = [5.5, 10.75, 15.25]; // array of actual pause times in seconds
var currentTime = 0;

vid.ontimeupdate = function() {
  currentTime = vid.currentTime;
  if (pauseTimes.some(pt => Math.floor(pt - (vid.rate || 1)) === Math.floor(currentTime))) {
    vid.pause();
    // Wait for a call to continue playing
    waitForContinue();
  }
};

function waitForContinue() {
  // Do something, like displaying a message or button to continue
  // Add an event listener to continue the video
  document.getElementById("continue-btn").addEventListener("click", function() {
    vid.play();
  });
}
```

In this updated code, I've changed the pause times to be decimal numbers with fractions equivalent to whole seconds. The `some()` method is used to check if a pause time is an exact match for the current time, even if the video's playback rate is not 1.

The `Math.floor(pt - (vid.rate || 1))` part is used to round down to whole seconds based on your video's playback rate. `vid.rate` is used to get the current playback rate, which is `1` by default. If your video has a non-integer rate, it will be rounded to that rate.
assistant
Hello! Here is some code you wrote for me:


 Your browser does not support HTML5 video.
var vid = document.getElementById("myVideo");
var pauseTimes = [5, 10, 15]; // array of times to pause in seconds
var currentTime = 0;

vid.ontimeupdate = function() {
 currentTime = vid.currentTime;
 if (pauseTimes.includes(Math.floor(currentTime))) {
 vid.pause();
 // Wait for a call to continue playing
 waitForContinue();
 }
};

function waitForContinue() {
 // Do something, like displaying a message or button to continue
 // Add an event listener to continue the video
 document.getElementById("continue-btn").addEventListener("click", function() {
 vid.play();
 });
}

Continue


This code works well but because the times are rounded to whole seconds, sometimes pressing the continue button doesn't move the video to the next time that is listed in the array, are you able to help me fix this?
user
Hello! I'd be happy to help you adjust the code. The issue you're experiencing is due to the fact that the video may not pause at the exact second specified in the `pauseTimes` array because of the rounding. When you press continue, the video resumes from the current time, which might be slightly after the intended pause time, and thus it doesn't stop at the next time in the array.

To fix this, we can introduce a small buffer or tolerance to account for this discrepancy. Here's an updated version of your code:

```html
<video id="myVideo" width="320" height="240" controls>
  <source src="movie.mp4" type="video/mp4">
  Your browser does not support HTML5 video.
</video>

<button id="continue-btn">Continue</button>

<script>
var vid = document.getElementById("myVideo");
var pauseTimes = [5, 10, 15]; // array of times to pause in seconds
var currentTime = 0;
var tolerance = 0.5; // adjust this value as needed

vid.ontimeupdate = function() {
  currentTime = vid.currentTime;
  for (let i = 0; i < pauseTimes.length; i++) {
    if (currentTime >= pauseTimes[i] - tolerance && currentTime <= pauseTimes[i] + tolerance) {
      vid.pause();
      // Wait for a call to continue playing
      waitForContinue(i);
      break;
    }
  }
};

function waitForContinue(index) {
  // Do something, like displaying a message or button to continue
  // Add an event listener to continue the video
  document.getElementById("continue-btn").addEventListener("click", function() {
    vid.currentTime = pauseTimes[index] + tolerance; // move the video forward a bit to avoid pausing again
    vid.play();
  });
}
</script>
```

In this updated code, I've added a `tolerance` variable that defines a range around each pause time. If the current time falls within this range, the video will pause. Also, when you press continue, the video's current time is set to the pause time plus the tolerance to ensure it doesn't pause again immediately. The `waitForContinue` function now also accepts the current index from the `pauseTimes` array, so it knows which time to use when continuing. Please adjust the `tolerance` value as needed for your specific use case.
assistant