Comments (3)
No, it is not possible. We propagate all the events automatically from the player.
However, it is not a bad idea to have some kind of throttle or debouncing for internal events. We might look into it in the future. Or if you happen to contribute it might come faster into the production.
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As a potential workaround you might try and track yourself when was the last time TimeUpdated
was called and act accordingly when enough time has passed.
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@David-Moreira great recommendation, thank you!
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