YouTube IFrame API stopping before end - youtube-api

Is it possible to stop a video using the YouTube API one second before the end or just stopping it resetting back to the beginning? This is regardless of the length of the video itself.
Thanks in advance

I disagree with the argument of NOT being able to stop a video before it ends. Specifically, in the API, you have access to:
https://developers.google.com/youtube/js_api_reference#Playback_status
Player.getCurrentTime();
Player.getDuration();
If you were to monitor the player object and compare these two, you could easily stop the video before it ends. An example would be (although probably not good in production):
setInterval(function() {
var player = getPlayer(); //retrieve the player object
if(player) {
var duration = player.getDuration();
var current = player.getCurrentTime();
if((duration - current) <= 1) {
player.stopVideo();
}
}
}, 1000); //every second

I ran into an issue where for some reason the iframe player was stopping the video before the video's end, and so not triggering the ENDED event, and ran into this question while trying to find a solution for that. Since my approach can solve your problem as stated, here's what I did (I left the console.log() debug lines in to make it easier for someone else using this to play around with):
var player_timeout;
function onPlayerStateChange(event) {
if (event.data == YT.PlayerState.PLAYING) {
console.log("PLAY [" + event.data + "]");
timeout_set();
}
if (event.data == YT.PlayerState.PAUSED) {
console.log("PAUSED [" + event.data + "]");
clearTimeout(player_timeout);
}
}
function timeout_func() {
console.log("timeout_func");
player.stopVideo(); // or whatever other thing you want to do 1 second before the end of the video
}
function timeout_set() {
console.log("timeout_set");
var almostEnd_ms = (player.getDuration() - player.getCurrentTime() - 1) * 1000;
console.log("almostEnd_ms: " + almostEnd_ms);
console.log("player.getCurrentTime(): " + player.getCurrentTime());
player_timeout = setTimeout(timeout_func, almostEnd_ms);
}

Related

How to play an audio file through Ionic on iOS?

I am using cordovo media plugin to play an audio file on button click. It is working fine on Android but I don't understand the problem with iOS. Here is the code inside a controller:
var url = '';
if(ionic.Platform.isAndroid() == true){
url = "/android_asset/www/sound.wav";
}else{
url = "sound.wav";
}
$scope.playAudio = function() {
// Play the audio file at url
var my_media = new Media(url,
// success callback
function () {
console.log("playAudio():Audio Success");
},
// error callback
function (err) {
console.log("playAudio():Audio Error: " + JSON.stringify(err));
}
);
console.log("Play");
// Play audio
my_media.play();
}
I have spent many of my hours to figure out the problem, but I have no idea what has gone wrong. I will be genuinely thankful to you if you can help me out.
Thanks in advance.

Youtube API SeekTo() and Stop() on specific timepoint

I want to play specific points in a Youtube video. Is there a possibility to stop a video on a certain timepoint with the YouTube javascipt API or maybe with another video website as Vimeo?
I can now say (pseudocode)
PlayFragment(start, stop){
player.seekTo(40);
player.stop();
}
But I want to stop at for example point 60, to show only the fragment of 20 seconds.
Is there any possibility for this. Or maybe using onStateChange or another trigger when video is on certain timepoint?
There looks like there is, check out this link for 'YouTube JavaScript API Reference'
https://developers.google.com/youtube/js_api_reference
PlayFragment(start, stop){
player.seekTo(40);
while(player.getCurrentTime() !> 60)
{
sleep(1000);
}
player.stop();
}
function sleep(milliseconds) {
var start = new Date().getTime();
for (var i = 0; i < 1e7; i++) {
if ((new Date().getTime() - start) > milliseconds){
break;
}
}
}
Typically I'd set an interval, then check "has the timestamp passed 60 since last time? if so, stop"
There's also a "start and end" option you can put in the URL itself which may be useful...

youtube playlist video change

I am needing to have some info passed to scripts when onPlayerStateChange() function fires off.
What I am after is the current videoID of the currently playing video and the array position number from the playlist.
(-_-)ZZZzzz...
EDIT....
Ok. So I have progressed a bit.
In the player code, I have this fire off
if (event.data == -1) {
getPlaylistIndex();
}
I then have this script.
function getPlaylistIndex() {
var str = ""+ytplayer.getPlaylist();
var viedoString = str.split(',');
var videoID = viedoString[ytplayer.getPlaylistIndex()];
if(videoID == undefined){
} else {
alert(videoID);
loadComents(videoID);
loadVideoINFO(videoID);
}
}
You will notice an IF condition which is needed to not fire the code for normal videos... just on the PL's.
It is working apart from the fact that when I load the playlist in, I do not get a videoID from the script. If I select any video in the playlist and also go back to the first one, it works fine. Just not working when first loading the playlist.
Any ideas ?
P.S. the alert is for testing only.
RE-EDIT.... ;P
Ok. I have been playing with this for the whole day going in and out of all scripts.
I have it working now (so it seems).
First I added into my code to give me this.
function getPlaylistIndex() {
var str = ""+ytplayer.getPlaylist();
var viedoString = str.split(',');
var videoID = viedoString[ytplayer.getPlaylistIndex()];
if(videoID == undefined){
} else {
if(videoID == ''){
var str2 = ytplayer.getVideoUrl();
videoID = (str2.substring(31,42));
}
loadComents(videoID);
loadVideoINFO(videoID);
}
}
And so it works first time, I needed to change
event.data == -1 to event.data == 1 as YTplayer fires them in a particular order.
If anyone has anything to ad or correct, please do so.

How to wait for 3 seconds in ActionScript 2 or 3?

Is there any way to implement waiting for, say, 3 seconds in ActionScript, but to stay within same function? I have looked setInterval, setTimeOut and similar functions, but what I really need is this:
public function foo(param1, param2, param3) {
//do something here
//wait for 3 seconds
//3 seconds have passed, now do something more
}
In case you wonder why I need this - it is a legal requirement, and no, I can't change it.
Use the Timer to call a function after 3 seconds.
var timer:Timer = new Timer(3000);
timer.addEventListener(TimerEvent.TIMER, callback); // will call callback()
timer.start();
To do this properly, you should create the timer as an instance variable so you can remove the listener and the timer instance when the function is called, to avoid leaks.
class Test {
private var timer:Timer = new Timer(3000);
public function foo(param1:int, param2:int, param3:int):void {
// do something here
timer.addEventListener(TimerEvent.TIMER, fooPartTwo);
timer.start();
}
private function fooPartTwo(event:TimerEvent):void {
timer.removeEventListener(TimerEvent.TIMER, fooPartTwo);
timer = null;
// 3 seconds have passed, now do something more
}
}
You could also use another function inside your foo function and retain scope, so you don't need to pass variables around.
function foo(param1:int, param2:int, param3:int):void {
var x:int = 2; // you can use variables as you would normally
// do something here
var timer:Timer = new Timer(3000);
var afterWaiting:Function = function(event:TimerEvent):void {
timer.removeEventListener(TimerEvent.TIMER, afterWaiting);
timer = null;
// 3 seconds have passed, now do something more
// the scope is retained and you can still refer to the variables you
// used earlier
x += 2;
}
timer.addEventListener(TimerEvent.TIMER, afterWaiting);
timer.start();
}
For AS3 use Radu's answer.
For AS2 use the setInterval function like so:
var timer = setInterval(function, 3000, param1, param2);
function (param1, param2) {
// your function here
clearInterval(timer);
}
You can also use delayedCall, from TweenMax. IMHO, it's the sharpest way to do that if you are familiar to TweenMax family.
TweenMax.delayedCall(1, myFunction, ["param1", 2]);
function myFunction(param1:String, param2:Number):void
{
trace("called myFunction and passed params: " + param1 + ", " + param2);
}
In your case, using a anonymous function:
public function foo(param1, param2, param3) {
//do something here
trace("I gonna wait 3 seconds");
TweenMax.delayedCall(3, function()
{
trace("3 seconds have passed");
});
}
why you are doing some confused ways instead of doing the right way?
there is a method named:"setTimeout()";
setTimeout(myFunction,3000);
myFunction is the function you want to call after the period.and 3000 is the period you want to wait(as miliseconds).
you don't need to set then clear interval, or make a timer with one repeat count or do sth else with more trouble☺.
There is no Sleep in ActionScript. But there are other ways to achieve the same thing without having all your code in a single function and wait within that function a specific amount of time.
You can easily have your code in two functions and call the 2nd one after a specific timeout you set in your 1st function.
THIS IS NOT WITHIN ONE FUNCTION - ANSWERS: "How to wait for X seconds in AS2 & 3"
...without using setInterval or clearInterval.
The answers posted above are much faster and easier to use. I posted this here, just in case...
Sometimes you may not be able to use set/clearInterval or other methods based on development restrictions. Here is a way to make a delay happen without using those methods.
AS2 - If you copy/paste the code below to your timeline, make sure to add two movie clips to the stage, btnTest and btnGlowTest (include like instance names). Make "btnGlowTest" larger, a different color, & behind "btnTest" (to simulate a glow and a button, respectively).
Compile and check the output panel for the trace statements to see how the code is working. Click on btnTest - btnGlowTest will then become visible throughout the duration of the delay, (just for visual representation).
I have an onEnterFrame countdown timer in here as well, (demos stopping/switching timers).
If you want the delay/glow to be longer - increase the glowGameTime number. Change the names to fit your own needs and/or apply the logic differently.
var startTime:Number = 0;
var currentTime:Number = 0;
var mainTime:Number = 5;//"game" time on enter frame
var glowStartTime:Number = 0;
var glowCurrentTime:Number = 0;
var glowGameTime:Number = 1.8;//"delayed" time on press
btnGlowTest._visible = false;
this.onEnterFrame = TimerFunction;
startTime = getTimer();
function TimerFunction()
{
currentTime = getTimer();
var timeLeft:Number = mainTime - ((currentTime - startTime)/1000);
timeLeft = Math.floor(timeLeft);
trace("timeLeft = " + timeLeft);
if(timeLeft <= 0)
{
trace("time's up...3 bucks off");
//...do stuff here
btnGlowTest._visible = false;//just for show
btnTest._visible = false;//just for show
StopTime();
}
}
function glowTimerFunction()
{
glowCurrentTime = getTimer();
var glowTimeLeft:Number = glowGameTime - ((glowCurrentTime - glowStartTime)/1000);
glowTimeLeft = Math.floor(glowTimeLeft);
//trace("glowTimeleft = " + glowTimeLeft);
if(glowTimeLeft <= 0)
{
trace("TIME DELAY COMPLETE!");
//...do stuff here
btnGlowTest._visible = false;//just for show
btnTest._visible = false;//just for show
StopTime();
}
}
btnTest.onPress = function()
{
trace("onPress");
btnGlowTest._visible = true;
StopTime();
GlowTime();
}
function GlowTime()
{
trace("GlowTime Function");
this.onEnterFrame = glowTimerFunction;
glowStartTime = getTimer();
}
function StopTime()
{
trace(">>--StopTime--<<");
delete this.onEnterFrame;
}
AS3 - Below is the code from above setup to run in AS3. There are different ways to accomplish similar results, yet based on the project scope, these are the methods that were used in order to get things functioning properly.
If you copy/paste the code below to your timeline, make sure to add two movie clips to the stage, btnTest and btnGlowTest (include like instance names). Make "btnGlowTest" larger, a different color, & behind "btnTest" (to simulate a glow and a button, respectively).
Compile and check the output panel for the trace statements to see how the code is working. Click on btnTest - btnGlowTest will then become visible throughout the duration of the delay, (just for visual representation).
If you want the delay/glow to be longer - increase the GlowTimer:Timer number, (currently set to 950). Change the names to fit your own needs and/or apply the logic differently.
import flash.events.MouseEvent;
import flash.utils.Timer;
import flash.events.TimerEvent;
var startTime:Number = 0;
var currentTime:Number = 0;
var gameTime:Number = 4;//"game" time on enter frame
var GlowTimer:Timer = new Timer(950,0);//"delayed" time on press
btnGlowTest.visible = false;
GlowTimer.addEventListener(TimerEvent.TIMER, GlowTimeListener, false, 0, true);
btnTest.addEventListener(MouseEvent.MOUSE_DOWN, btnTestPressed, false, 0, true);
addEventListener(Event.ENTER_FRAME,TimerFunction, false, 0, true);
startTime = getTimer();
function TimerFunction(event:Event)
{
currentTime = getTimer();
var timeLeft:Number = gameTime - ((currentTime - startTime)/1000);
timeLeft = Math.floor(timeLeft);
trace("timeLeft = " + timeLeft);
if(timeLeft <= 0)
{
trace("time's up, 3 bucks off");
StopTime();
}
}
function GlowTimeListener (e:TimerEvent):void
{
trace("TIME DELAY COMPLETE!");
StopTime();
}
function btnTestPressed(e:MouseEvent)
{
trace("PRESSED");
removeEventListener(Event.ENTER_FRAME, TimerFunction);
btnGlowTest.visible = true;
GlowTimer.start();
}
function StopTime()
{
trace(">>--Stop Time--<<");
btnGlowTest.visible = false;//just for show
btnTest.visible = false;//just for show
GlowTimer.stop();
removeEventListener(TimerEvent.TIMER, GlowTimeListener);
removeEventListener(Event.ENTER_FRAME, TimerFunction);
}

Errors in Action Script 3 in streaming .mp3 player

I'm trying to build a streaming .mp3 player to run various sound files on my web site. To do that, I followed a tutorial that includes a code template at:
http://blog.0tutor.com/post.aspx?id=202&title=Mp3%20player%20with%20volume%20slider%20using%20Actionscript%203
However, whether I preserve the template's direction to the author's own sound file or insert my own direction to my online sound file, I keep on running into glitches in the ActionScript that I can't fathom.
Those errors are:
1084: Syntax error: expecting rightparen before _.
1086: Syntax error: expecting semicolon before rightparen.
When I try to correct them, I get new errors. I can't determine whether the sound file is loading; it certainly never plays. The volume slider does not work.
I did find one line that looked like it should have been commented out, the one that reads
to start at the same place
So I tried commenting that out. No dice. Same errors.
Thanks in advance for any suggestions. Code follows:
var musicPiece:Sound = new Sound(new URLRequest _
("http://blog.0tutor.com/JeffWofford_Trouble.mp3"));
var mySoundChannel:SoundChannel;
var isPlaying:Boolean = false;
to start at the same place
var pos:Number = 0;
play_btn.addEventListener(MouseEvent.CLICK, play_);
function play_(event:Event):void {
if (!isPlaying) {
mySoundChannel = musicPiece.play(pos);
isPlaying = true;
}
}
pause_btn.addEventListener(MouseEvent.CLICK, pause_);
function pause_(event:Event):void {
if (isPlaying) {
pos = mySoundChannel.position;
mySoundChannel.stop();
isPlaying = false;
}
}
stop_btn.addEventListener(MouseEvent.CLICK, stop_);
function stop_(event:Event):void {
if (mySoundChannel != null) {
mySoundChannel.stop();
pos = 0;
isPlaying = false;
}
}
var rectangle:Rectangle = new Rectangle(0,0,100,0);
var dragging:Boolean = false;
volume_mc.mySlider_mc.addEventListener(MouseEvent.MOUSE_DOWN, startDragging);
function startDragging(event:Event):void {
volume_mc.mySlider_mc.startDrag(false,rectangle);
dragging = true;
volume_mc.mySlider_mc.addEventListener(Event.ENTER_FRAME, adjustVolume);
}
function adjustVolume(event:Event):void {
var myVol:Number = volume_mc.mySlider_mc.x / 100;
var mySoundTransform:SoundTransform = new SoundTransform(myVol);
if (mySoundChannel != null) {
mySoundChannel.soundTransform = mySoundTransform;
}
}
stage.addEventListener(MouseEvent.MOUSE_UP, stopDragging);
function stopDragging(event:Event):void {
if (dragging) {
dragging = false;
volume_mc.mySlider_mc.stopDrag();
}
}
Syntax errors are just what it says they are, the code is not properly written. For instance , you shouldn't have an underscore after URLREquest
var musicPiece:Sound =
new Sound(new URLRequest("http://blog.0tutor.com/JeffWofford_Trouble.mp3"));
to start at the same place should be commented out, simply because it's a comment, it's not a variable or a function.
to call a function "play_" is not really good practice either. Call it soundPlay, if you're concern about conflicts.
same comment for pause_ and stop_

Resources