Hi I am trying to track/detect the youtube player finish video so i can redirect page into a new url. i found code somewhere but problem is that its not working in IE, have a look into my code
http://jsfiddle.net/yhb9yf21/
<div id="player"></div>
<script src="http://www.youtube.com/player_api"></script>
<script>
// create youtube player
var player;
function onYouTubePlayerAPIReady() {
player = new YT.Player('player', {
height: '390',
width: '640',
videoId: '7oGgzGPK1SY',
events: {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange
}
});
}
// autoplay video
function onPlayerReady(event) {
event.target.playVideo();
}
// when video ends
function onPlayerStateChange(event) {
if(event.data === 0) {
alert('done');
}
}
</script>
its not working with IE???
Related
I am using IFrame for playing youtube video. It works fine but I want to stop it on button click. How to do it. Please help.
<div class="padding-css">
<iframe ng-model="myframe" class="frameclass" src="https://www.youtube.com/embed/CR5zjazP3hg?rel=0&autoplay=1" frameborder="0" allowfullscreen></iframe>
</div>
Solution for Ionic2
ionViewWillLeave() {
let listaFrames = document.getElementsByTagName("iframe");
for (var index = 0; index < listaFrames.length; index++) {
let iframe = listaFrames[index].contentWindow;
iframe.postMessage('{"event":"command","func":"pauseVideo","args":""}', '*');
}
}
Don't forget to enable JS at the end of the video link *?enablejsapi=1
You can create iframe through java script and control player through buttons as stop.
<!DOCTYPE html>
<html>
<body>
<!-- 1. The <iframe> (and video player) will replace this <div> tag. -->
<div id="player"></div>
<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: 'M7lc1UVf-VE',
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>
</body>
</html>
For more details you can go through this link.
https://developers.google.com/youtube/iframe_api_reference#Getting_Started
Is there a way to loop just a part of a YouTube video with the HTML5 player? I tried this code (start 7 sec, end 12sec)
The first "loop" shows the part I want, second and other loops shows the whole video.
It is working in Flash but I have issues in HTML 5 for mobile devices.
Here is my embed code:
<iframe allowfullscreen="" frameborder="0" width="960" height="720" src="http://www.youtube.com/embed/Bpu0TIXzI1w?version=3&start=7&end=12&autohide=1&hl=en_US&rel=0&loop=0&modestbranding=1&playlist=Bpu0TIXzI1w"></iframe>
You may need to use the Javascript API. It's a bit more complex, but you have full control over the video playback.
Documentation: https://developers.google.com/youtube/iframe_api_reference
Working example: http://jsfiddle.net/pbosakov/Lo6gwtff/
Code:
<div id="player"></div>
<script type="text/javascript" src="https://www.youtube.com/iframe_api"></script>
<script type="text/javascript">
var player;
function onYouTubeIframeAPIReady() {
player = new YT.Player('player', {
height: '390',
width: '640',
videoId: 'Bpu0TIXzI1w',
events: {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange
}
});
}
function onPlayerReady(event) {
loopStart();
player.playVideo();
}
function loopStart() {
player.seekTo(7); // Start at 7 seconds
}
function onPlayerStateChange(event) {
if (event.data == YT.PlayerState.PLAYING) {
setTimeout(loopStart, 5000); // After 5 seconds, restart the loop
}
}
</script>
I'm trying to create a page that
Selects a random video (from an array of IDs - I have the IDs and can select them)
Plays that video
Plays another random video (grabbing another ID
The part that I'm stuck on is passing a different ID to an already-existing youtube player.
So when I have something like this:
<div id="player"></div>
<script src="http://www.youtube.com/player_api"></script>
<script>
// create youtube player
var player;
function onYouTubePlayerAPIReady() {
player = new YT.Player('player', {
height: '390',
width: '640',
videoId: 'zmr2I8caF0c',
events: {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange
}
});
}
// autoplay video
function onPlayerReady(event) {
event.target.playVideo();
}
// when video ends
function onPlayerStateChange(event) {
if(event.data === 0) {
event.target.playVideo();
//how do I pass a new ID here ^
}
}
How would I pass a new ID to event.target.playVideo()? Can I create a function that takes an ID as a parameter and pass it somehow?
Figured it out.
<div id="player"></div>
<script src="http://www.youtube.com/player_api"></script>
<script>
var videos = [
'3H3odKtfrTo',
'BxjMGiN0jJY',
'iGC9n0NAvDU'
]
var index=Math.floor(Math.random() * videos.length);
// create youtube player
var player;
function onYouTubePlayerAPIReady() {
player = new YT.Player('player', {
height: '390',
width: '640',
videoId: '9yT7KcHCrRY',
events: {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange
}
});
}
// autoplay video
function onPlayerReady(event) {
event.target.playVideo();
}
function playNewVideo(id){
player.loadVideoById(videos[index]);
event.target.playVideo();
playNewVideo(randomID)
}
// when video ends
function onPlayerStateChange(event) {
if(event.data === 0) {
//generate new random number
index=Math.floor(Math.random() * videos.length);
playNewVideo();
}
}
</script>
I have a youtube video that starts running without controls as I specified when creating the object.
I want to show the controls when the video ended, how to do that?
Here is my code:
var player;
function onYouTubePlayerAPIReady() {
player = new YT.Player('player', {
height: '390',
width: '640',
videoId: 'cZ5zFdViWlE',
playerVars : {
'controls' :0
},
events: {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange
}
});
}
// autoplay video
function onPlayerReady(event) {
event.target.playVideo();
}
// when video ends
function onPlayerStateChange(event) {
if(event.data === 0) {
//code to show controls should be here
}
}
I have a jCarousel (jquery) running for several youtube videos. The carousel works great, and even pauses when you hover on a slide- but it will resume if you move your cursor off the slide, even if the video is playing.
Videos are embedded using the YouTube Player API.
Plugin: http://sorgalla.com/jcarousel/
This is the Carousel code I'm using:
<script type="text/javascript">
function mycarousel_initCallback(carousel, item, idx, state){
// Disable autoscrolling if the user clicks the prev or next button.
carousel.buttonNext.bind('click', function() {
carousel.startAuto(0);
});
carousel.buttonPrev.bind('click', function() {
carousel.startAuto(0);
});
// Pause autoscrolling if the user moves with the cursor over the clip.
$('#mycarousel').hover(function() {
carousel.stopAuto();
}, function() {
carousel.startAuto();
});
};
$(function() {
$('#mycarousel').jcarousel({
auto: 2,
wrap: 'both',
initCallback: mycarousel_initCallback
});
});
</script>
The YouTube script:
<script>
var tag = document.createElement('script');
tag.src = "http://www.youtube.com/player_api";
var firstScriptTag = document.getElementsByTagName('script')[0];
firstScriptTag.parentNode.insertBefore(tag, firstScriptTag);
var done = false;
var player;
function onYouTubePlayerAPIReady() {
player = new YT.Player('player', {
height: '505', // 535
width: '900',
videoId: 'DxZve0UV6UM',
playerVars: {
'autoplay': 0,
'controls': 0,
'modestbranding': 1,
'wmode': 'opaque'
},
events: {
'onReady': onPlayerReady,
'onStateChange': onPlayerStateChange
}
});
}
function onPlayerReady(evt) {
player.setPlaybackQuality('hd720');
}
function onPlayerStateChange(evt) {
if (evt.data == YT.PlayerState.PLAYING && !done) {
done = true;
}
}
function stopVideo() {
player.stopVideo();
}
</script>
And the HTML...
<ul id="mycarousel" class="jcarousel-skin-tango">
<li>
<div id="player"></div>
</li>
<li>
<div id="player"></div>
</li>
</ul>
Any suggestions?
Simply call carousel.startAuto() and carousel.stopAuto() when the player triggers an event:
function onPlayerStateChange(evt) {
if(evt.data == YT.PlayerState.PLAYING) {
global_carousel.stopAuto(); // Stop the carousel, if video is playing
} else {
global_carousel.startAuto(); // Otherwise, start it
}
}
Edit:
Make the variable carousel global inside mycarousel_initCallback:
var global_carousel;
function mycarousel_initCallback(carousel, item, idx, state) {
global_carousel = carousel;
//Other code
Then use that instead in the code before (as I've edited).