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To schedule a gaming VOD rerun, first create a scheduled event in YouTube Studio, then send your recording to that event from OBS. YouTube creates the upcoming broadcast and watch page; OBS plays the VOD and can loop it. A loop alone does not schedule or publish a live event.

1. Schedule the YouTube live event

  1. Open YouTube Studio, select Create → Go Live, then open Manage and choose the option to schedule a stream.
  2. Enter the event details, set its date and time, and choose the relevant audience and visibility settings. Scheduling creates an upcoming broadcast page viewers can visit and lets them opt in to reminders. Copy its watch-page URL to share the event.
  3. If you reuse a previous event’s settings, inspect the copied title, description, visibility, stream settings, and other metadata. Reused settings may include the stream key, so do not assume the new event has a fresh credential.
  4. Record the event’s stream URL and stream key for OBS. Treat the key as a password: YouTube describes stream keys as “like your YouTube stream’s password and address.” Keep it private and reset it if it may have been exposed. See YouTube’s live stream settings guide.

2. Prepare OBS to play and repeat the VOD

Loop one recording

  1. In OBS Studio, create or select a scene for the rerun.
  2. In Sources, select + → Media Source, give the source a name, and browse to the local VOD file. OBS supports common formats including MP4, TS, MOV, FLV, MKV, AVI, GIF, and WebM.
  3. Enable Loop if you want playback to restart automatically at the end. Check that the source is visible in the preview and that the audio meter responds when the video plays.

Play a sequence of videos

For multiple recordings, add OBS’s VLC Video source, select the files in the playlist, and enable Loop Playlist if the sequence should repeat. VLC must be installed for this source to work. A Media Source is the simpler choice for repeating one file; VLC Video is for a playlist.

3. Connect OBS to the scheduled event

  1. In OBS, open Settings → Stream. Choose the supported YouTube service integration if it is available in your installed version, or enter the scheduled event’s stream URL and key using the encoder’s custom server/key fields.
  2. Use RTMPS if the encoder and event connection support it; YouTube recommends RTMPS for secure ingest. Confirm that the key belongs to the event you intend to run, particularly if you reused an earlier event.
  3. Set output quality based on the VOD and the upload connection available where OBS is running. YouTube recommends a reliable bitrate appropriate to upload capacity, testing before the event, a 2-second keyframe interval (do not exceed 4 seconds), and up to 60 fps. These are YouTube encoder recommendations, not a guarantee that a particular connection can sustain a given setting. See YouTube’s encoder settings, bitrates, and resolutions.

4. Test before the scheduled start

  1. Start the OBS stream early enough to inspect the incoming feed in YouTube Live Control Room. Check the preview for the right footage, framing, and playback, and confirm both video and audio arrive.
  2. Open the event’s watch page or channel page to verify that the event is reachable as intended. Monitor YouTube’s stream health and resolve any warnings before the audience arrives.
  3. Test the loop boundary: let the recording reach its end and confirm it restarts cleanly. For a playlist, check the transition between files and verify that the sequence repeats as expected.

YouTube’s guidance is direct: “Make sure to test before you start your live stream.” The actual stream quality depends on the encoder settings, source media, and available upload connection.

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5. Start and end the broadcast

At the event time, check the Live Control Room’s incoming preview. If the event is set for manual start, use its Go Live control when you are ready to publish. YouTube documents auto-start and auto-stop settings, but available controls can vary by the current Live Control Room and encoder versions; verify the settings for your event rather than assuming OBS’s media loop will start or publish it automatically.

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When finished, end the broadcast in YouTube and stop the encoder feed as appropriate. YouTube’s encoder workflow covers stopping the feed and ending the event.

Rights and policy checks for gaming footage

Scheduling and looping are technical steps, not permission to rebroadcast every recording. Before publishing, check the current YouTube rules and the applicable game publisher’s license for the actual VOD, including music, cutscenes, trailers, and other third-party material. The rights settings and permissions that apply can depend on the footage; there is no blanket assurance that every gaming VOD rerun is permitted.

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For a practical starting point, use the copyright safety checklist, then confirm the applicable rights for your specific video.

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Common problems and fixes

  • The VOD plays in OBS but no YouTube event appears: A Media Source loop only controls playback. Create and schedule the broadcast in YouTube Studio, then connect OBS to that event.
  • YouTube shows no incoming stream: Check that OBS is streaming, the event’s server URL and key are entered correctly, and you selected the intended event. Reset a key if it may have been compromised.
  • The stream arrives, but video or audio is missing: Check the OBS scene and source visibility, confirm the Media Source points to the correct file, and inspect audio meters and source audio settings. Review YouTube’s incoming preview before going live.
  • Playback stops at the end: Enable Loop on the Media Source for one file, or Loop Playlist on VLC Video for a sequence. VLC Video also requires VLC to be installed.
  • The feed is unstable or YouTube reports health warnings: Test before the event, use a bitrate appropriate to the available upload capacity, and review the encoder settings against YouTube’s recommendations. Lowering output demands may help if the connection cannot sustain them.
  • The event is not public at the expected time: Check its visibility and scheduled-event settings in Studio, and whether manual Go Live is required. The media source reaching its end or looping does not publish the event.
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