I was just writing some tests for various events and noticed that there's a slight weirdness in the events fired for readyState transitions. If readyState changes from HAVE_CURRENT_DATA to HAVE_FUTURE_DATA, the element is then potentially playing, and then readyState changes to HAVE_ENOUGH_DATA, we fire "canplay", "playing", "canplay" again, "canplaythrough" and "playing" again. OTOH if readyState changes from HAVE_CURRENT_DATA directly to HAVE_ENOUGH_DATA and the element is potentially playing, then we fire "canplay", "canplaythrough", and "playing".<br>
<br>I think we should fire the same set of events in the same order whether we transition through HAVE_FUTURE_DATA or not. So, I suggest that a transition from HAVE_FUTURE_DATA to HAVE_ENOUGH_DATA should not fire "canplay" or "playing". Also, a transition from HAVE_CURRENT_DATA to HAVE_ENOUGH_DATA should fire "canplaythrough" after we've handled autoplay and potentially fired "playing".<br>
<br clear="all">Rob<br>-- <br>"He was pierced for our transgressions, he was crushed for our iniquities; the punishment that brought us peace was upon him, and by his wounds we are healed. We all, like sheep, have gone astray, each of us has turned to his own way; and the LORD has laid on him the iniquity of us all." [Isaiah 53:5-6]<br>