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Trigger Content in real-time using the Web Triggers API - Asset Complete

HTTP Command sent using a real time event as the result of asset completion

Dan Haddock avatar
Written by Dan Haddock
Updated yesterday

Requirements before you begin:

  • A supported player (BrightSign/PC Appliance, Chrome OS) that is activated against a valid Signagelive licence

  • An active endpoint to get HTTP messages

Using Real Time Events (RTEs) you can send HTTP messages from the player based on any of 4 events occurring (please see this overview article for more detail).

HTTP messages are network-based data commands that can be sent on the LAN or across the Internet and are typically used to integrate with software solutions. For instance, you might have your signage display linked to an audience measurement platform for real-time analytics.

To configure an RTE for HTTP Messaging, you can follow the steps below:

  1. Login to your Signagelive network.

  2. Go to Settings > Real Time Events.

  3. Click on the blue "+" button, and select Custom Event.

  4. Name your event (this will be saved as a template).

  5. Set the Cache Expiry (The period of time in seconds that the player should cache and retry failed requests before discarding them. Leave as zero to cache failed request indefinitely).

  6. Select whether it is to be Enabled On All Supported Players and Assets.

  7. You now have a choice of when the RTE is to occur, select the appropriate tabs from Asset Download, Asset Start, Asset Complete or Asset Remove.

  8. Within the tab, select HTTP.

You will now be presented with the option to set.

  • Type - GET, PUT, or POST (these will be defined by the system you are integrating with). GET will retrieve data, while PUT and POST will send data

  • URL - Your chosen Signagelive API endpoint

  • Headers - Information about the request being sent, these are optional, however, most systems will make use of headers

  • Body - This is the actual JSON data that is being sent

  • Placeholder Values - Also known as Environmental Variables, they refer to dynamic data such as your target player or the network ID you are working from

Body Configuration

RTE Headers Settings preview

RTE Body - Example of a POST Command for Web Triggers API

Completing Set Up

Once you have created your template you can configure them against the network, player(s) or media asset(s) as desired. These are explained below:

Network

This will enable the RTEs across all supported players and assets on your Signagelive network. You enable this by:

  1. Going to Settings > Real Time Events.

  2. Select the RTE you would like to configure.

  3. Select the tick box labelled Enabled On All Supported Players and Assets.

Player

This will enable RTEs for all assets played by the player. You can do this by:

  1. Going to Network > Manage.

  2. Selecting the Player you would like to configure.

  3. Navigate to the Real Time Events tab on the far right.

  4. Select the RTEs that you would like to enable.

Please Note: Only players that Support Real Time Events will show the RTE tab.

Media Asset

This will enable RTEs on the specific Media Assets that you select, and will therefore apply whenever the asset is published to a supporting Player.

  1. Go to Content > Playlists.

  2. Select the desired Media Asset(s) from your Library.

  3. Go to the RTE Tab.

  4. Click the blue "+" button.

  5. Select from Template or Custom Events.

  6. Select or configure the desired event.

Please Note

  • It is possible to have multiple RTEs defined, for example: on an asset set a serial RTE to control lighting and on the player set a HTTP RTE to send PoP data to a 3rd party system.

  • If you configure the same RTE on all 3 levels (Network, Player and Asset), then it will be executed 3 times.

  • It is recommended that you create these as templates for the whole network using the numbered steps at the top above. This ensures that the RTEs you create can be reused or applied to different assets. If you create them against specific assets, they cannot be transferred and will need to be created again.

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