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@playerkit/core

v0.0.6

Published

Headless HLS player engine — framework-agnostic playback core with HLS.js integration, quality management, token authentication, and fullscreen handling.

Readme

@playerkit/core

A headless video player engine supporting HLS, YouTube, and progressive MP4 that works with any JavaScript framework — or no framework at all.

This package handles video playback, quality switching, live streams, authentication, and fullscreen — all without any user interface. The Player class auto-detects whether a source is an HLS stream, a YouTube video, or a progressive MP4, and routes it to the appropriate engine automatically. You can use it directly, or pair it with @playerkit/ui (UI components) and @playerkit/react (the complete React player).


What's New in v0.0.6

Version 0.0.6 delivers major engine-level buffering stability and logic improvements.

  • ✅ Buffering Logic Revamp: The core StateSynchronizer for HLS, MP4, and YouTube engines now implements a smart debounce over waiting and seeking events. The loading spinner intelligently suppresses itself while the user is actively scrubbing the timeline, completely eliminating visual stutter.
  • ✅ Continuous Buffer Tracking: The core calculateBuffered utility has been upgraded with advanced math to map and expose a single, continuous buffer track ending at the active chunk containing the playhead, mirroring YouTube's exact behavior.
  • ✅ HLS Pause Buffering Upgrade: HLS.js configuration tuned to buffer up to 60 seconds (and 60MB) ahead instead of the restrictive 15 seconds, creating a far better VOD pause-and-resume experience.
  • ✅ Exponential Seek Bug Fixed: Seeking repeatedly via core player engine seekRelative API no longer calculates incorrect exponential time jumps.

# npm
npm install @playerkit/core

# yarn
yarn add @playerkit/core

# pnpm
pnpm add @playerkit/core

# bun
bun add @playerkit/core

Quick Start

The fastest way to get a video playing:

<video id="my-video" controls></video>

<script type="module">
  import { Player } from "@playerkit/core";

  const video = document.getElementById("my-video");
  const player = new Player({
    video,
    src: "https://example.com/stream.m3u8",
  });
</script>

That's it. The video will load and start playing.


What Can You Do With This?

| Feature | HLS | YouTube | MP4 | Description | | ---------------------- | :-: | :-----: | :-: | -------------------------------------------------------- | | 🎬 Play / Pause | ✅ | ✅ | ✅ | Control playback programmatically | | ⏪ Seek | ✅ | ✅ | ✅ | Jump to any point in the video | | 🔊 Volume | ✅ | ✅ | ✅ | Adjust volume, mute/unmute | | 🎯 Quality | ✅ | ❌ | ❌ | Auto-select or manually pick video quality (HLS only) | | 🔴 Live Streams | ✅ | ✅ | ❌ | Live state, latency, and "go live" detection | | 📼 DVR | ✅ | ✅ | ❌ | Seek back in a live stream (HLS & YouTube Live) | | 🔐 Token Auth | ✅ | ❌ | ✅ | Play protected streams that need authentication | | 📡 Low-Latency HLS | ✅ | ❌ | ❌ | Low-latency mode (HLS only) | | 🖥️ Fullscreen | ✅ | ✅ | ✅ | Enter/exit fullscreen mode | | 📐 Video Fit | ✅ | ✅ | ✅ | Toggle between "fit to screen" and "fill screen" | | ⏩ Playback Speed | ✅ | ✅ | ✅ | Change speed (0.25x, 1x, 2x, etc.) | | 🎧 Events | ✅ | ✅ | ✅ | Listen for play, pause, error, quality changes, and more | | 📺 YouTube Engine | ❌ | ✅ | ❌ | Plays YouTube URLs and bare video IDs via the IFrame API |


Installation

# npm
npm install @playerkit/core

# yarn
yarn add @playerkit/core

# pnpm
pnpm add @playerkit/core

# bun
bun add @playerkit/core

No other packages are required. This works in any JavaScript project (React, Vue, Svelte, vanilla JS, etc.).


Creating a Player

import { Player } from "@playerkit/core";

const video = document.querySelector("video")!;

const player = new Player({
  video, // Required: a <video> element
  src: "...", // Required: HLS stream URL or YouTube URL/ID
});

All Options

const player = new Player({
  video: HTMLVideoElement, // (required) The <video> element
  src: "...", // (required) HLS stream URL, YouTube URL, YouTube video ID, or progressive MP4 URL
  type: "hls" | "youtube" | "mp4", // Force a specific engine; auto-detects if omitted
  autoPlay: false, // Start playing automatically?
  startTime: 0, // Start at this time (seconds)
  keyboard: false, // Enable keyboard shortcuts
  tokenFetcher: undefined, // For protected streams (HLS/MP4 only; not used for YouTube)

  // Live stream tuning
  live: {
    syncDuration: 5, // Seconds behind live edge to show "Go Live" (default: 5)
    lowLatency: false, // Enable low-latency HLS mode (HLS only)
    dvr: undefined, // Force-enable/disable seekable DVR mode (optional)
  },

  // Security / anti-inspection
  security: {
    disableDevOptions: false, // Block DevTools, context menus, drag, hotkeys (default: false)
  },
});

Basic Usage Examples

Play / Pause

await player.play();
player.pause();
await player.togglePlay();

Seek (Jump to a Time)

// Go to 2 minutes and 30 seconds
player.seek(150);

// For live streams: jump to the latest moment
player.seekToLive();

Volume Control

// Set volume to 50%
player.setVolume(0.5);

// Mute / unmute
player.mute();
player.unmute();

Playback Speed

// Play at 2x speed
player.setPlaybackRate(2);

// Slow down to 0.5x
player.setPlaybackRate(0.5);

Quality

// Auto (let HLS.js decide based on network)
player.setQuality("auto");

// Pick a specific quality level by ID
player.setQuality(2);

Fullscreen

await player.enterFullscreen();
await player.exitFullscreen();
await player.toggleFullscreen();

Switch to a Different Video

player.setSource({
  src: "https://other-site.com/stream.m3u8",
  autoPlay: true,
});

Clean Up

player.destroy();

Reading Player State

You can get the current state at any time:

const state = player.getState();
console.log(state.currentTime); // Current position in seconds
console.log(state.isPlaying); // true/false
console.log(state.duration); // Total video length
console.log(state.isLive); // Is this a live stream?

Full State Object

{
  src: string,                      // Current source URL or YouTube ID
  type: "hls" | "youtube" | "mp4", // Which engine is active
  isReady: boolean,                 // Player is initialized
  isPlaying: boolean,               // Currently playing
  isMuted: boolean,                 // Audio muted?
  isFullscreen: boolean,            // Fullscreen mode?
  isBuffering: boolean,             // Currently loading/buffering
  isStretched: boolean,             // Video fill mode?
  currentTime: number,              // Current playback position (seconds)
  duration: number,                 // Total video duration (seconds)
  volume: number,                   // 0.0 to 1.0
  previousVolume: number,           // Volume before mute
  playbackRate: number,             // Current speed (1 = normal)
  selectedQuality: number | "auto", // "auto" or quality level ID (HLS only)
  activeQuality: number | null,     // Currently active quality level (HLS only)
  qualities: QualityLevel[],        // Available quality options (HLS only; [] for YouTube)
  buffered: BufferedRange[],        // Buffered time ranges
  bufferedEnd: number,              // How much is buffered (seconds)
  bufferedPercent: number,          // 0 to 100
  isLive: boolean,                  // Is this a live stream?
  isAtLiveEdge: boolean,            // Playing at the live edge
  liveLatency: number,              // Seconds behind live
  dvr: boolean,                     // Can seek back in live stream? (HLS only)
  seekableStart: number,            // Start of seekable range
  seekableEnd: number,              // End of seekable range (live edge)
  error: PlayerError | null,        // Last error, if any
  isDevtoolsDetected: boolean,      // true when DevTools are detected (security mode)
}

Listen for State Changes

// Subscribe to ALL changes
const unsub = player.subscribe((state) => {
  console.log("State changed:", state);
});

// Stop listening when you're done
unsub();

Events

You can listen to specific events:

// When playback starts
player.on("play", (state) => {
  console.log("Video is playing at", state.currentTime);
});

// When an error occurs
player.on("error", (error) => {
  console.error("Something went wrong:", error.message);
});

// When the video quality changes
player.on("qualitychange", (quality) => {
  console.log("Quality changed to", quality);
});

// Every time the playback position updates
player.on("timeupdate", (state) => {
  console.log("Current time:", state.currentTime);
});

// When the video ends
player.on("ended", (state) => {
  console.log("Video finished");
});

// When loading/buffering starts
player.on("waiting", (state) => {
  console.log("Buffering...");
});

// When loading finishes
player.on("playing", (state) => {
  console.log("Ready to play");
});

All Available Events

| Event | When Does It Fire? | Payload | | ------------------ | ------------------------------------------- | ---------------------- | | ready | Player is initialized and ready | PlayerState | | play | Playback started | PlayerState | | pause | Playback paused | PlayerState | | playing | Video is actually playing (after buffering) | PlayerState | | waiting | Video is buffering/waiting for data | PlayerState | | seeking | User or code started a seek | PlayerState | | seeked | Seek completed | PlayerState | | timeupdate | Current time changed (fires frequently) | PlayerState | | durationchange | Video duration changed | PlayerState | | volumechange | Volume or mute state changed | PlayerState | | fullscreenchange | Fullscreen toggled | boolean | | qualitychange | Video quality changed | QualityLevel or "auto" | | qualitieschange | Available qualities changed | QualityLevel[] | | livestatechange | Live stream metrics changed | LiveStateChange | | sourcechange | Source URL changed | string | | ended | Playback finished | PlayerState | | error | An error occurred | PlayerError | | destroy | Player was destroyed | void | | statechange | Any state changed | PlayerState |


Working with Protected Streams (Token Auth)

If your video requires authentication (for example, an Akamai tokenized stream), use a tokenFetcher:

import type { TokenFetcher } from "@playerkit/core";

const tokenFetcher: TokenFetcher = async ({ src, signal }) => {
  // Call your API to get a signed URL
  const response = await fetch("/api/get-token", {
    method: "POST",
    body: JSON.stringify({ url: src }),
    signal,
  });
  const data = await response.json();

  // Return the signed URL
  return {
    url: data.signedUrl, // The new authenticated URL
    expiresIn: data.expiresIn, // (optional) Seconds until token expires
    headers: data.customHeaders, // (optional) Custom HTTP headers
  };
};

const player = new Player({
  video,
  src: "https://protected-site.com/stream.m3u8",
  tokenFetcher,
});

The player will:

  1. Call your tokenFetcher before loading the video
  2. Use the returned URL (and headers) to load the stream
  3. Automatically refresh the token before it expires (if you provide expiresIn)

Working with YouTube Sources

The Player class automatically detects YouTube sources and routes them to the YouTube engine (backed by the YouTube IFrame API). No extra configuration is needed for standard YouTube URLs.

Supported Source Formats

The engine recognises a source as YouTube if it matches any of the following:

| Format | Example | | -------------------------------- | ---------------------------------------------------- | | youtube.com watch URL | https://www.youtube.com/watch?v=dQw4w9WgXcQ | | youtu.be short URL | https://youtu.be/dQw4w9WgXcQ | | youtube-nocookie.com embed URL | https://www.youtube-nocookie.com/embed/dQw4w9WgXcQ | | Bare 11-character video ID | dQw4w9WgXcQ |

If you pass a bare video ID you must set type: "youtube" so the player does not try to load it as an HLS stream:

// YouTube watch URL — auto-detected
const player = new Player({
  video: document.querySelector("video")!,
  src: "https://www.youtube.com/watch?v=dQw4w9WgXcQ",
});

// YouTube nocookie embed — auto-detected
const player = new Player({
  video,
  src: "https://www.youtube-nocookie.com/embed/dQw4w9WgXcQ",
});

// Bare video ID — must force the engine
const player = new Player({
  video,
  src: "dQw4w9WgXcQ",
  type: "youtube", // Required when src is a bare video ID
});

You can also use type to force a specific engine and skip auto-detection entirely:

const player = new Player({
  video,
  src: "https://example.com/stream.m3u8",
  type: "hls", // Skip detection; always use the HLS engine
});

Feature Availability for YouTube

| Feature | Available? | Notes | | -------------------------- | :--------: | --------------------------------------------------- | | setQuality() / quality | ❌ | YouTube controls its own quality | | tokenFetcher | ❌ | Not applicable to YouTube playback | | live.lowLatency | ❌ | Not applicable to YouTube playback | | dvr / seek back in live | ✅ | Checked and resolved via dynamic background probing | | setPlaybackRate() | ✅ | Works normally | | isLive | ✅ | Reflects live stream status | | isAtLiveEdge | ✅ | Reflects live edge status | | liveLatency | ✅ | Reflects latency for YouTube live streams |


Working with Live Streams

// Check if the current stream is live
const state = player.getState();
if (state.isLive) {
  console.log("This is a live stream");
  console.log("Latency:", state.liveLatency, "seconds behind live");
  console.log("At live edge?", state.isAtLiveEdge);
}

// Jump to the latest moment
player.seekToLive();

Live Edge Detection

The player tracks live edge position with latency-based hysteresis:

| Latency | Badge | Description | | ------- | ------- | --------------------------------- | | 0–2.5s | LIVE | Within half the sync threshold | | 2.5–5s | (grey) | No change — prevents ping-ponging | | 5s+ | Go Live | Behind the live edge, caught up? |

The badge also updates while paused via a 1-second polling interval, so pausing the video will correctly show "Go Live" once you fall behind.


TypeScript

All types are included. You can import them:

import type {
  Player,
  PlayerState,
  PlayerSnapshot,
  PlayerError,
  TokenFetcher,
  QualityLevel,
  PlayerControls,
  BufferedRange,
} from "@playerkit/core";

Architecture (How It Works)

                     ┌──────────────┐
                     │  Your Code   │
                     └──────┬───────┘
                            │
               ┌────────────▼────────────┐
               │        Player           │
               │  (main public API)      │
               └──┬─────┬────┬─────┬─────┘
                  │     │    │     │
       ┌──────────┘  ┌──┘    └──┐  └──────────┐
       ▼             ▼          ▼             ▼
┌──────────┐ ┌────────────┐ ┌──────────┐ ┌──────────┐
│ HlsMgr   │ │ PlayerStore│ │ AuthMgr  │ │ LiveMgr  │
│ (hls.js, │ │ (state)    │ │ (tokens) │ │ (DVR,    │
│  quality)│ └────────────┘ └──────────┘ │  latency)│
└──────────┘                             └──────────┘
       │                                        │
       ▼                                        ▼
┌──────────────┐                       ┌──────────────┐
│ FullscreenMgr│                       │ NetworkMgr   │
│              │                       │ (online/off) │
└──────────────┘                       └──────────────┘

The player is built around three engines that share a common interface and are implemented using a modular controller-based architecture:

  • HLS engine — powered by hls.js and driven by dedicated sub-controllers (Playback, Source, Hls, Keyboard, Fullscreen, Security, StateSynchronizer). This engine handles HLS streams, quality switching, token auth, DVR, and low-latency playback.
  • YouTube engine — wraps the YouTube IFrame Player API behind sub-controllers (Playback, Source, Youtube, Fullscreen, Security, StateSynchronizer). It emits the same events and produces the same state shape as HLS, allowing consumers to switch engines seamlessly.
  • MP4 engine — a progressive video engine wrapper around the native HTML5 <video> element, driven by sub-controllers (Playback, Source, Fullscreen, Keyboard, Security, StateSynchronizer) that mirror the HLS/YouTube design.

The Player class inspects the src (and the optional type override) at construction time and instantiates the correct engine. The state.type field always tells you which engine is currently active.

Shared Managers & Sub-Controllers

All three engines decouple concerns by delegating core actions to specialized sub-controllers and reusing the same shared infrastructure:

| Component | Responsibility | | ------------------------ | ------------------------------------------------------------------------------------- | | PlaybackController | Handles playback state changes (play, pause, volume, rate-limit, seek). | | SourceController | Coordinates source transitions, retries, and player authentication. | | StateSynchronizer | Registers video element events and updates the PlayerStore atomically. | | FullscreenController | Standardizes fullscreen requests (via FullscreenManager) across engines. | | KeyboardController | Binds player keyboard shortcuts (via KeyboardManager) to control commands. | | SecurityController | Shields the player (via SecurityManager) from debugger probing and inspect hotkeys. | | ErrorManager | Centralizes HTTP and playback error classification and recovery. | | NetworkManager | Triggers offline detection and automated player playback recovery. |

Key design principles:

  • Event-driven: The Player class extends EventEmitter. All state changes flow through patchState() which updates the PlayerStore and emits a statechange event.
  • Callback-based managers: Managers receive callbacks (e.g. onFatalError, onLevelUpdated) instead of accessing EventEmitter.emit() directly, making them independently testable.
  • No time-based live edge: Live edge detection uses actual latency (liveEdge - currentTime) with hysteresis, not timestamp snapshots or boolean flags.
  • Quality context: HlsManager owns all quality control — QualityManager has been removed.
  • Unified surface: Both the HLS and YouTube engines implement the same event and state contract, so all framework adapters (@playerkit/react, etc.) work with either engine without modification.

License

MIT