
onVideoDecode(decoder, time) – A callback that is called after each decoded and rendered video frame.You may have to increase this for very high bitrates. audioBufferSize – when streaming, size in bytes for the audio decode buffer.videoBufferSize – when streaming, size in bytes for the video decode buffer.maxAudioLag – when streaming, the maximum enqueued audio length in seconds.This has no effect when using autoplay or streaming sources. Useful to set up the Canvas size and use the frame as the "poster" image. decodeFirstFrame - whether to decode and display the first frame of the video.chunkSize - when using progressive, the chunk size in bytes to load at a time.throttled - when using progressive, whether to defer loading chunks when they're not needed for playback yet.When enabled, playback can begin before the whole source has been completely loaded. progressive - whether to load data in chunks (static files only).preserveDrawingBuffer – whether the WebGL context is created with preserveDrawingBuffer - necessary for "screenshots" via canvas.toDataURL().disableWebAssembly - whether to disable WebAssembly and always use JavaScript decoders.disableGl - whether to disable WebGL and always use the Canvas2D renderer.Note that browsers usually throttle JS in inactive tabs anyway. pauseWhenHidden – whether to pause playback when the tab is inactive.poster – URL to an image to use as the poster to show before the video plays.autoplay - whether to start playing immediately (static files only).loop – whether to loop the video (static files only).If none is given, the renderer will create its own Canvas element.

canvas – the HTML Canvas elment to use for video rendering.The options argument supports the following properties: The url argument accepts a URL to an MPEG.

Namely a SVG pause/play button and the ability to "unlock" audio on iOS devices. Note that using the HTML Element (internally JSMpeg.VideoElement) provides some features on top of JSMpeg.Player.
