YouTube Control Center Media Control Center brings a set of useful tools to YouTube.com
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The "YouTube Control Center" is a lightweight, yet highly efficient extension for Firefox that controls various YouTube playback parameters in order to enhance your experience. The extension has two primary building blocks. First one is the control center panel. When a new YouTube music is streamed, different playback parameters can be controlled right from the panel without the need to switch to the actual YouTube tab. The second part of this extension is the controls that are injected in YouTube pages to change the UI and control volume, quality, and theme of the player.

Features

FAQs

  1. What's new in this version?

    Please check the Logs section.

  2. recommended "PDF Reader and Viewer" extension for Chrome, Safari, and Edge browsers.

    The "PDF Reader" extension integrates Mozilla's PDF.js into Chromium browsers, replacing the default viewer with progressive rendering. It supports partial display, zoom (fit width/page, custom), full-text search, page navigation, bookmarks, thumbnails, properties, printing, download, local file opening, keyboard shortcuts, text copy, embedded annotations, and crop/cut to create new PDFs. Read more here.

  3. What is Control Center?

    YouTube Control Center is an open-source project that aims to enhance the overall YouTube experience by providing the end user with more control in what the playback process is concerned.

    The add-on delivers a set of well-defined improvements and new features that benefit YouTube users and is minimally invasive. It is extremely lightweight and easy to configure, thereby it can be manipulated by anyone with minimum computer experience. The extension also inserts a little icon in the toolbar, which triggers a control panel for YouTube playback. Here, a history of previously watched videos will be kept, in addition to being offered a YouTube (or history) search function, controls for playback pause / resume and an option to adjust the volume.

    A higher level of control is provided inside the Options section, where you can configure the behavior of the add-on. This module allows you to set a preferred playback quality for all the videos, choose a color for player controls and for the progress bar, as well as to skip ads, enable or disable video suggestions, comments and buttons such as like, dislike or share and to auto-buffer clips even if the video is paused.

    Other options include auto-hiding playback controls when a video is playing, activate the loop function, disable keyboard controls and to auto-play videos then the player is loaded. The modifications you perform in the Options section do not require a restart, therefore you will be able to experiment with them immediately.

  4. What is the main differences between the XUL and WebExtension version of this add-on?

    XUL version uses low level API calls to control YouTube page. In this version the HTML page is manipulated before being parsed by your browser. However, in the WebExtension version, there is no preload manipulation, instead, a set of script files are being injected before page scripts are loaded. This is a lighter and less buggy method hence it is recommended to switch to the WebExtension version. Also note that WebExtension version is available for Opera and Chrome browsers as well

  5. How to add/remove the toolbar button?

    Firefox: To add/remove the toolbar icon right-click on a free space in your Firefox toolbar and select "Customize...". To learn more about how to manipulate Firefox UI check a Comprehensive Guide to Firefox Customization on webextension.org/blog.

    Chrome: Simply right-click over the toolbar button and press hide in the menu.

  6. How to install the extension from source?

    Control Center extension is always evolving with new features. Many of these features are only available in the GitHub repository. To install a beta version, simply drag and drop the desired XPI file onto an open Firefox window and give it permission to install. There’s no need to restart the navigator in order for the changes to take effect. To find the XPI files, head to the GitHub repository. The latest beta version is located at https://github.com/inbasic/iyccenter/tree/master/src.

  7. How does Control Center manipulate the player?

    With Control Center extension, there are two levels of manipulation. The first one happens just before video page loaded. At this point, all the player's parameters can be altered. However, some of the features like auto-buffing video while video is in the paused state cannot be implemented in this level. Therefor, Control Center also injects an isolated script in all video pages. This scrip basically has control over all visual elements.

  8. Why Control Center is not working on embedded players?

    This is just a performance consideration. In fact Control Center should be able to perform on all players; however, to reduce its footprint currently the injection of script only happens for the official video pages.

Matched Content

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What's new in this version

Version--
Published--/--/--
Change Logs:
    Last 10 commits on GitHub
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    Need help?

    If you have questions about the extension, or ideas on how to improve it, please post them on the  support site. Don't forget to search through the bug reports first as most likely your question/bug report has already been reported or there is a workaround posted for it.

    Open IssuesIssuesForks

    Cheat — Engine Total War Rome 2

    At its core, Cheat Engine functions as a digital skeleton key, allowing players to locate and modify specific memory addresses—such as the integer representing gold coins or the cooldown timer on a general’s ability. In the context of Rome II , the most immediate application is the removal of economic constraints. A player might freeze their treasury at a million denarii, effectively liberating themselves from the game’s intricate, and often punishing, economic web of food supplies, public order, and maintenance costs. On the surface, this seems to trivialize the experience. However, for a player on their third or fourth campaign, grinding through low-tier units to afford one decent legion is no longer a test of skill but a tedious ritual. Cheat Engine allows the player to skip the prologue of poverty and jump directly to the drama of empire-building: raising multiple full-stack armies, engineering civil wars, or recreating the logistical miracle of Caesar’s Commentaries without the frustration of bankruptcy.

    However, this power comes with a profound cost: the dissolution of meaning. Total War games are celebrated for their emergent narratives—the desperate last stand of a militia unit, the hard-fought loss of a key settlement, the agonizing choice between upgrading a farm or building a barracks. Cheat Engine systematically dismantles these moments. If money is infinite, trade agreements become irrelevant. If units are invincible, terrain and tactics become window dressing. The game’s carefully balanced risk-reward calculus collapses into a sterile, frictionless environment. Winning every battle through god-mode or infinite ammunition produces a hollow victory, akin to reading the last page of a mystery novel before the first chapter. The struggle, the very friction that gives strategic decisions weight, evaporates. Cheat Engine Total War Rome 2

    Total War: Rome II is a game of grand ambition. Upon its release in 2013, Creative Assembly promised a sprawling, dynamic simulation of classical antiquity, where players would manage economics, navigate politics, and command thousands of soldiers in real-time battles. Yet, for many, the game’s complexity can feel less like a strategic canvas and more like a cage. It is within this tension that a third-party memory scanner, Cheat Engine, becomes a compelling, if controversial, tool. Using Cheat Engine in Rome II is not merely an act of “cheating”; it is a radical act of player reclamation—a way to rewrite the game’s rules, bypass its frustrations, and transform a historical strategy game into a personalized sandbox of power fantasy or historical experimentation. At its core, Cheat Engine functions as a

    In conclusion, Cheat Engine in Total War: Rome II is neither an unalloyed evil nor a simple shortcut. It is a scalpel that can be used to excise the game’s most tedious elements or to amputate its very soul. For the veteran player seeking to experiment, roleplay, or simply wreak havoc, it unlocks a level of freedom that the base game denies. But for the newcomer or the purist, it represents a siren’s call toward a shallow, consequence-free wasteland. Ultimately, Cheat Engine reveals a deeper truth about Rome II : the game is not just about conquering the known world, but about earning the right to rule it. And once you have the power to edit reality itself, the act of earning becomes a choice—and with that choice comes the responsibility of not boring yourself to death with your own omnipotence. On the surface, this seems to trivialize the experience

    Beyond mere resources, the true power of Cheat Engine lies in its ability to alter the invisible rules of the game. One can modify an agent’s action points, allowing a single spy to cross the Mediterranean in one turn, or adjust a general’s age and traits, turning a historical nobody into a paragon of martial virtue. For the historically inclined, this is a form of interactive modding. A player can “correct” perceived historical inaccuracies—granting Egyptian factions technologies they shouldn’t have, or empowering a crumbling Parthia to better resist Roman expansion. Conversely, for the chaos-seeker, one can enable god-mode for a single unit of oathsworn, sending them to slaughter an entire garrison, a spectacle that breaks the tactical rules but creates a memorable, almost mythological, narrative moment. In this sense, Cheat Engine becomes a meta-game design tool, allowing the player to dictate not just outcomes, but the fundamental parameters of possibility.

    Furthermore, the use of Cheat Engine in a single-player context raises an interesting philosophical question about fairness and intent. Unlike multiplayer cheating, which is a clear violation of social contract, modifying one’s own campaign harms no other human. Yet, it can be argued that the player is cheating themselves. The developer’s intended experience—a slow, grueling climb from regional power to global hegemon—is predicated on scarcity and loss. To remove those elements is to play a different game entirely, one that may offer short-term dopamine hits of unlimited armies but rarely the long-term satisfaction of a hard-won, legitimate Pyrrhic victory .

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