I am trying to get a "pause" event with the YouTube API on a YouTube video created by AMP (Accelerated Mobile Pages) with this basic example: https://ampbyexample.com/components/amp-youtube/
The code works and I get a video showing. The next thing I wanted to do was do something when the video is paused. I've had a look on how to do this and I've got the current code:
//The iframe generated from AMP does not give an ID so I have added one
$('#AMP_1 iframe').attr('id', 'yt_player');
//Load API code
var tag = document.createElement('script');
tag.src = "https://www.youtube.com/iframe_api";
var firstScriptTag = document.getElementsByTagName('script')[0];
firstScriptTag.parentNode.insertBefore(tag, firstScriptTag);
var player;
function onYouTubeIframeAPIReady() {
player = new YT.Player('yt_player', {
events: {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange
}
});
}
function onPlayerReady() {
console.log("READY");
}
function onPlayerStateChange() {
console.log("STATE CHANGE");
}
When I run this I am not getting console errors and none of the console.log calls are displaying anything. The player variable stays undefined.
The iframe produced by AMP does have "enablejsapi=1" in the URL.
Do I need to do anything/am I missing something, to get the pause event on the video?
You need to have a parameter on function onPlayerStateChange to get the event data.
function onPlayerStateChange(event) {
switch(event.data){
case 2:
console.log("PAUSE!")
break;
}
}
other event.data list
-1 (unstarted)
0 (ended)
1 (playing)
2 (paused)
3 (buffering)
5 (video cued).
Related
I am new to CS and currently working on personal projects. I am creating a web app where a user can copy and paste a YouTube URL to a video in a search box and then have the ability to watch the video on the same web page after clicking watch. To get the video ID, I have used a regex:
function getId(url) {
const regExp = /^.*(youtu.be\/|v\/|u\/\w\/|embed\/|watch\?v=|&v=)([^#&?]*).*/;
const match = url.match(regExp);
return (match && match[2].length === 11)
? match[2]
: null;
}
And this is how I am getting the user input:
var inputVal = document.getElementById("userInput").value;
To get the video ID, I am calling getId on the inputVal from the user:
var newVideoId = getId(inputVal)
Below is the YouTube API used to play a video on my page. However, I am finding it difficult to passing in the newVideoId variable to the API under the player object.
// 2. This code loads the IFrame Player API code asynchronously.
var tag = document.createElement('script');
tag.src = "https://www.youtube.com/iframe_api";
var firstScriptTag = document.getElementsByTagName('script')[0];
firstScriptTag.parentNode.insertBefore(tag, firstScriptTag);
// 3. This function creates an <iframe> (and YouTube player)
// after the API code downloads.
var player;
function onYouTubeIframeAPIReady() {
player = new YT.Player('player', {
height: '390',
width: '640',
videoId: 'newVideoId', //the problem lies here
events: {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange
}
});
}
// 4. The API will call this function when the video player is ready.
function onPlayerReady(event) {
event.target.playVideo();
}
// 5. The API calls this function when the player's state changes.
// The function indicates that when playing a video (state=1),
// the player should play for six seconds and then stop.
var done = false;
function onPlayerStateChange(event) {
if (event.data == YT.PlayerState.PLAYING && !done) {
setTimeout(stopVideo, 6000);
done = true;
}
}
function stopVideo() {
player.stopVideo();
}
}
The problem is that, nothing shows on my screen after clicking the button. I am able to console.log the ID; that means I am getting the correct ID from the regex equation.
I would appreciate any help on how to use a dynamic ID gotten from user in the API! Thanks
To play a video with the iframe api providing a video Id you can use this function:
loadVideoById({'videoId': 'bHQqvYy5KYo',
'startSeconds': 5,
'endSeconds': 60,
'suggestedQuality': 'large'});
From IFrame Player API:
This function loads and plays the specified video.
The required videoId parameter specifies the YouTube Video ID of the
video to be played. In the YouTube Data API, a video resource's id
property specifies the ID. The optional startSeconds parameter accepts
a float/integer. If it is specified, then the video will start from
the closest keyframe to the specified time. The optional endSeconds
parameter accepts a float/integer. If it is specified, then the video
will stop playing at the specified time.
This should do the trick.
I am dealing with this code written by somebody else and it is to load an image and a YouTube Video. My understanding his that I can change the priority of the script. Right now, it seems that when someone goes on this website with an iPhone and they hit the play button in front of the image, the video does not play, because the script is not finished loading. How do I alter the code below so that if the page or this script is not finished loading, the end user cannot see a play button?
By the way, this problem does not happen on an Android device, so I am not sure if that piece of information will serve as a clue.
I hope this makes sense because I am still trying to wrap my head around it.
// 2. This code loads the IFrame Player API code asynchronously.
var tag = document.createElement('script');
tag.src = "//www.youtube.com/iframe_api";
var firstScriptTag = document.getElementsByTagName('script')[0];
firstScriptTag.parentNode.insertBefore(tag, firstScriptTag);
// 3. This function creates an <iframe> (and YouTube player)
// after the API code downloads.
var player1;
var player2;
function onYouTubeIframeAPIReady() {
player1 = new YT.Player('player', {
height: '390',
width: '640',
playerVars: {
'controls': 0,
'rel': 0
},
events: {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange
}
});
}
// 4. The API will call this function when the video player is ready.
function onPlayerReady(event) {
jQuery('.video-overlay').click(function() {
event.target.setVolume(100);
event.target.setPlaybackQuality('hd1080');
setTimeout(function() {
jQuery('.video-overlay').css('transform', 'scale(0)');
jQuery('.homepage-tagline').hide();
}, 300);
event.target.playVideo();
});
}
// 5. The API calls this function when the player's state changes.
// The function indicates that when playing a video (state=1),
// the player should play for six seconds and then stop.
var done = false;
function onPlayerStateChange(event) {
jQuery('.video-overlay').click(function() {
event.target.setPlaybackQuality('hd1080');
jQuery('.video-overlay').hide();
jQuery('.slider-overlay').hide();
event.target.playVideo();
});
}
function stopVideo() {
player.stopVideo();
}
I tried adding this piece of code:
jQuery('.video-overlay').css('opacity', 0);
but it didn't do much.
It would be best to set the pointer-events to none and when onPlayerReady is fired, set the target.style.pointerEvents = "all"
I already know how to play/pause a YouTube video dynamically as you can see from my weave.
However I'm having difficulty getting it to work dynamically with FancyBox using onBlur (when the window is not focused video should pause).
Here's my Pen: http://codepen.io/anon/pen/wJXoJy?editors=0010
// Show Lightbox Video Onload
$.fancybox.open({
youtube : {
controls : 0,
showinfo : 0
},
src : '//www.youtube.com/embed/-AszZcClVXA?enablejsapi=1', // Source of the content
type : 'iframe', // Content type: image|inline|ajax|iframe|html (optional)
});
// Inject YouTube API script
var tag = document.createElement('script');
tag.src = "//www.youtube.com/player_api";
var firstScriptTag = document.getElementsByTagName('script')[0];
firstScriptTag.parentNode.insertBefore(tag, firstScriptTag);
var player;
function onYouTubePlayerAPIReady(e) {
// create the global player from the specific iframe (#video)
player = new YT.Player($(".fancybox-iframe").attr("id"), {
events: {
// call this function when player is ready to use
'onReady': onPlayerReady
}
});
}
function onPlayerReady() {
window.addEventListener("blur", function() {
player.pauseVideo();
});
}
<link rel="stylesheet" href="//www.fancyapps.com/fancybox/3/fancybox/jquery.fancybox.min.css?v=1490320405" />
<script src="//ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="//www.fancyapps.com/fancybox/3/fancybox/jquery.fancybox.min.js?v=1490320405"></script>
Here is a demo - http://codepen.io/fancyapps/pen/jBKowp?editors=1010
Basically, idea is that you initialize fancyBox after YouTube API is available and then you can use YouTube API methods inside fancyBox callback.
// 1. This code loads the IFrame Player API code asynchronously.
var tag = document.createElement('script');
tag.src = "https://www.youtube.com/iframe_api";
var firstScriptTag = document.getElementsByTagName('script')[0];
firstScriptTag.parentNode.insertBefore(tag, firstScriptTag);
// 2. This function initializes fancyBox
// after the API code downloads.
var player;
function onYouTubeIframeAPIReady() {
$('[data-fancybox="group"]').fancybox({
onComplete : function( instance, current ) {
if ( current.type === 'iframe' ) {
var id = current.$content.find('iframe').attr('id');
player = new YT.Player( id, {
events : {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange
}
});
}
}
});
}
// 3. The API will call this function when the video player is ready.
function onPlayerReady(event) {
event.target.playVideo();
}
// 4. Fires when the player's state changes.
function onPlayerStateChange(event) {
// Go to the next video after the current one is finished playing
if (event.data === 0) {
$.fancybox.getInstance('next');
}
}
// Page Visibility API to pause video when window is not active
$(document).on("visibilitychange", function() {
if ( player ) {
if ( document.hidden ) {
player.pauseVideo();
} else {
player.playVideo();
}
}
});
You're only pausing the video on blur. Why not use mouseover event to play and mouseout event to pause the video?
Here in this jsfiddle http://jsfiddle.net/StephanieQ/oo1g1762/
// This code loads the IFrame Player API code asynchronously.
var tag = document.createElement("script");
tag.src = "//www.youtube.com/iframe_api";
var firstScriptTag = document.getElementsByTagName("script")[0];
firstScriptTag.parentNode.insertBefore(tag, firstScriptTag);
// This function creates an <iframe> (and YouTube player)
// after the API code downloads.
var player;
window.onYouTubeIframeAPIReady = function() {
player = new YT.Player("player", {
"height": "315",
"width": "560",
"videoId": "bHQqvYy5KYo",
"events": {
"onReady": onPlayerReady,
"onStateChange": onPlayerStateChange
}
});
}
// 4. The API will call this function when the video player is ready.
function onPlayerReady(event) {
event.target.playVideo();
}
function onPlayerStateChange(event){
var time;
time = player.getCurrentTime();
$("#timeHolder").text(time);
}
I'm using youTube's player object method player.getCurrentTime(); to find out the time on an embedded youTube video. As you can see, every time the player state is changed, "time" is redefined and inserted in the timeHolder div. Is there any way to have "time" be continuously defined so it matches the current time and inserted in the div as it updates? (not triggered by player state change?)
More importantly, I'm playing around with this because I'd like to be able to use the current time on the youTube video to interact with other external scripts, how can I make it global?
Use setInterval() to repeat the function. When even.data equals to 1 means youtube is playing, so let the function repeat. Otherwise is not playing, then use clearInterval() to stop the repeat function.
var myTimer;
function onPlayerStateChange(event){
if(event.data==1) { // playing
myTimer = setInterval(function(){
var time;
time = player.getCurrentTime();
$("#timeHolder").text(time);
}, 100); // 100 means repeat in 100 ms
}
else { // not playing
clearInterval(myTimer);
}
}
See jsfiddle here
I was trying the following code from the samples given on developers.google.com/*
<script>
// 2. This code loads the IFrame Player API code asynchronously.
var tag = document.createElement('script');
tag.src = "https://www.youtube.com/iframe_api";
var firstScriptTag = document.getElementsByTagName('script')[0];
firstScriptTag.parentNode.insertBefore(tag, firstScriptTag);
// 3. This function creates an <iframe> (and YouTube player)
// after the API code downloads.
var player;
function onYouTubeIframeAPIReady() {
player = new YT.Player('player', {
height: '390',
width: '640',
videoId: 'yZxrao3zou4',
events: {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange
}
});
}
// 4. The API will call this function when the video player is ready.
function onPlayerReady(event) {
event.target.playVideo();
}
// 5. The API calls this function when the player's state changes.
// The function indicates that when playing a video (state=1),
// the player should play for six seconds and then stop.
var done = false;
function onPlayerStateChange(event) {
if (event.data == YT.PlayerState.PLAYING && !done) {
setTimeout(stopVideo, 6000);
done = true;
}
}
function stopVideo() {
player.stopVideo();
}
</script>
The code works perfectly when I have nothing else on my web page, but when I try to merge it with my project it doesn't seem to work.
I am guessing the problem is with the following lines:
var firstScriptTag = document.getElementsByTagName('script')[0];
firstScriptTag.parentNode.insertBefore(tag, firstScriptTag);
Can someone tell me what does the above two lines do, especially the [0] part?
My code is pretty much the same except that instead of the script tag I have the code inside a function, which takes in a argument for the videoId.
EDIT:
My code is as follows:
<script>
// I have a input area, where the user can enter the movie name. When the user submits the movie name, I capture the val and pass it to the youtube().
function youtube(movie_name) {
var videoId;
$.ajax({
url:"https://www.googleapis.com/youtube/v3/search?part=snippet&q="+movie_name+"&type=video&key=my_key",
success: function (response) {
videoId = response.items[0].id.videoId;
findMovieById(videoId);
}
});
}
function findMovieById(videoID) {
$("#player").css('display', 'inline-block');
var tag = document.createElement('script');
tag.src = "https://www.youtube.com/iframe_api";
var firstScriptTag = document.getElementsByTagName('script')[0];
firstScriptTag.parentNode.insertBefore(tag, firstScriptTag);
// 3. This function creates an <iframe> (and YouTube player)
// after the API code downloads.
var player;
function onYouTubeIframeAPIReady() {
player = new YT.Player('player', {
height: '390',
width: '640',
videoId: ""+videoID,
events: {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange
}
});
}
// 4. The API will call this function when the video player is ready.
function onPlayerReady(event) {
alert('Player Ready');
event.target.playVideo();
}
// 5. The API calls this function when the player's state changes.
// The function indicates that when playing a video (state=1),
// the player should play for six seconds and then stop.
var done = false;
function onPlayerStateChange(event) {
if (event.data == YT.PlayerState.PLAYING && !done) {
setTimeout(stopVideo, 6000);
done = true;
}
}
function stopVideo() {
player.stopVideo();
}
}
</script>
The idea behind the sample code is that it is much more consistent when you load the YouTube iFrame library code after the rest of the page has loaded; hence the sample code demonstrates that you put an inline at the bottom of the page, and within that, you traverse the DOM, find a place where you can insert another tag, and do so dynamically (the [0] just says 'the first entry in the array of all elements of name in the document).
The logic here is that, when the iFrame library loads, it will call the function onYouTubeIframeAPIReady. But since the library loads asynchronously, it's best to load it this way to ensure that anything else that your API hooks might depend on (the element in the DOM you're binding to, for example) already exists.
Also note that, because the loaded library will always call the onYouTubeIframeAPIReady function, it MUST be defined outside any other function. Otherwise it isn't callable. That could be why nesting it inside your code somewhere isn't working.
Feel free to post some of your merged code for more detailed help.