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Copy file name to clipboardExpand all lines: docs/src/content/docs/extra/autoplay-system.mdx
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@@ -12,6 +12,7 @@ description: "How to do make an autoplaying system."
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Hot-Tipp: You can use player variables in order to enable/disable this system during runtime, e.g. by `player.set("autoplay_disabled", true)` and check it in the autoplayFunction by `const isAutoPlayDisabled = player.get("autoplay_disabled") === true;`
Copy file name to clipboardExpand all lines: docs/src/content/docs/extra/version-log.mdx
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## **Version 2.9.2**
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- Major fixes that may or may not change the behavior of some features, so please check the changelog for more details. - https://github.com/Tomato6966/lavalink-client/pull/174
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- Stuff fixed:
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- the queue utils sync used a wrong length for the previous.
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- some nullish checks were missing for the queueOptions.
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- removed a race condition for the Node.ts error handler
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- 2 fixes for filter.ts:
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- resetFilters didn't check for the vaporwave filter, because of copy-paste-issue.
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- setSpeed / setPitch / setRate overwrite each others values instead of accomodating each other...
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- (NEW OPTION) `ManagerOptions.playerOptions.enforceSponsorBlockRequestForEventEnablement` If this is true, then on changeNode, the sponsorblocksystem will be enabled on defeault. (default: true)
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- the queue utils sync used a wrong length for the previous.
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- some nullish checks were missing for the queueOptions.
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- removed a race condition for the Node.ts error handler
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- 2 fixes for filter.ts:
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- resetFilters didn't check for the vaporwave filter, because of copy-paste-issue.
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- setSpeed / setPitch / setRate overwrite each others values instead of accomodating each other...
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- (NEW OPTION) `ManagerOptions.playerOptions.enforceSponsorBlockRequestForEventEnablement` If this is true, then on changeNode, the sponsorblocksystem will be enabled on defeault. (default: true)
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- New Event: `playerClientUpdate`
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* Always emits when the player (on client side) got updated via a function-call.
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* This is useful for example, if you want to save the player data on every update, or similar.
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* Emits only when you call one of those functions:
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* player.pause()
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* player.resume()
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* player.seek()
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* player.setRepeatMode()
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* player.setVolume()
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* and on every call of the filterManager.
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- Always emits when the player (on client side) got updated via a function-call.
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- This is useful for example, if you want to save the player data on every update, or similar.
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- Emits only when you call one of those functions:
* The old JSON of the player, used for the "playerClientUpdate" event, which is emitted on every update of the player via a function call, so that you can compare the old data with the new data and do something with it if you want to.
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*/
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publicoldJSON:PlayerJson=this.toJSON();
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publicoldJSON:PlayerJson=this.toJSON();
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/**
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* Emits the "playerClientUpdate" event, which is emitted on every update of the player via a function call, so that you can compare the old data with the new data and do something with it if you want to.
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