I want to build a custom youtube playlist from this tutorial using the YouTube API and I got stuck at a certain point.
I basically embedded the client.js script and execute it's function on loading and after that i embedded also the YouTubePlayList.js file as stated in the tutorial.
Here is a fiddle of what i'm trying to do. I do receive the YouTubePlayList object in console but it doesn't seem to give any proper data. I need a working script example or guidance on how to achieve it to work and have the playlist rendered in my client. Thanks in advance, any help appreciated!
JS:
<pre>
function YouTubePlayList (id, entries) {
this.id = id;
this.entries = entries;
this.currently_playing = 0;
this.randomizer = false;
}
var requestOptions = {
playlistId: 'PLLzJfby7cTLTbusOgXca-yIpVOImC1mWe',
part: 'contentDetails, snippet',
execute: function(response) {
var entries = [];
$.each(response.items, function(key, val){
var entry = {};
entry.video_id = val.snippet.resourceId.videoId;
entry.image_src = val.snippet.thumbnails.medium.url;
entry.title = val.snippet.title;
entry.note = val.contentDetails.note;
entries.push(entry);
});
}
};
window['PLLzJfby7cTLTbusOgXca-yIpVOImC1mWe'] = new YouTubePlayList('PLLzJfby7cTLTbusOgXca-yIpVOImC1mWe', 1);
console.log(window['PLLzJfby7cTLTbusOgXca-yIpVOImC1mWe']);
</pre>
You can visit Playlists: insert
This will help you create a new playlist in your channel. The page is jam packed of ideas that will help you to start. There are also example such as the .js code below.
// Define some variables used to remember state.
var playlistId, channelId;
// After the API loads, call a function to enable the playlist creation form.
function handleAPILoaded() {
enableForm();
}
// Enable the form for creating a playlist.
function enableForm() {
$('#playlist-button').attr('disabled', false);
}
// Create a private playlist.
function createPlaylist() {
var request = gapi.client.youtube.playlists.insert({
part: 'snippet,status',
resource: {
snippet: {
title: 'Test Playlist',
description: 'A private playlist created with the YouTube API'
},
status: {
privacyStatus: 'private'
}
}
});
request.execute(function(response) {
var result = response.result;
if (result) {
playlistId = result.id;
$('#playlist-id').val(playlistId);
$('#playlist-title').html(result.snippet.title);
$('#playlist-description').html(result.snippet.description);
} else {
$('#status').html('Could not create playlist');
}
});
}
// Add a video ID specified in the form to the playlist.
function addVideoToPlaylist() {
addToPlaylist($('#video-id').val());
}
// Add a video to a playlist. The "startPos" and "endPos" values let you
// start and stop the video at specific times when the video is played as
// part of the playlist. However, these values are not set in this example.
function addToPlaylist(id, startPos, endPos) {
var details = {
videoId: id,
kind: 'youtube#video'
}
if (startPos != undefined) {
details['startAt'] = startPos;
}
if (endPos != undefined) {
details['endAt'] = endPos;
}
var request = gapi.client.youtube.playlistItems.insert({
part: 'snippet',
resource: {
snippet: {
playlistId: playlistId,
resourceId: details
}
}
});
request.execute(function(response) {
$('#status').html('<pre>' + JSON.stringify(response.result) + '</pre>');
});
}
Try to explore YouTube Player API Reference for iframe Embeds.
The IFrame player API lets you embed a YouTube video player on your
website and control the player using JavaScript.
Using the API's JavaScript functions, you can queue videos for
playback; play, pause, or stop those videos; adjust the player volume;
or retrieve information about the video being played. You can also add
event listeners that will execute in response to certain player
events, such as a player state change or a video playback quality
change.
This guide explains how to use the IFrame API. It identifies the
different types of events that the API can send and explains how to
write event listeners to respond to those events. It also details the
different JavaScript functions that you can call to control the video
player as well as the player parameters you can use to further
customize the player.
Related
I am using Agora.io sdk to create a group video chat application. They provide developers with a stream object that is all encompassing of the important methods and properties required to build the app. However, when I pass it to socket io it loses its functions. How can I solve this problem. I saw some questions that ask similar questions but they don't provide an answer that has been able to help me.
Below is my code where I emit :
function UIControls (stream, streamType, streamDiv) {
console.log('inside UIControls :::', stream.streamId, stream.getId(), typeof(stream) === 'function')
// video button
var videoButton = document.createElement('button');
// videoButton.setAttribute('id', 'videoButton');
videoButton.setAttribute('id', 'video_'+String(stream.getId()));
videoButton.innerHTML = '<i class="fas fa-video"></i>';
var clicked = false;
videoButton.addEventListener('click', function(evt) {
toggleVideo(stream);
})
if (streamType === 'me') {
$('#me').append(videoButton);
} else {
$('#' + String(stream.getId())).append(videoButton);
}
function toggleVideo(stream) {
if (clicked) {
videoButton.innerHTML = '<i class="fas fa-video-slash"></i>';
socket.emit("sendPeerInfo_video", {
"type": "mute",
"id": String(stream.getId()),
});
clicked = false;
} else {
// stream.unmuteVideo();
videoButton.innerHTML = '<i class="fas fa-video"></i>';
socket.emit("sendPeerInfo_video", {
"type": "unmute",
"id": String(stream.getId()),
"stream": stream,
});
clicked = true;
}
}
}
Here is the socket.on code:
socket.on("sendPeerInfo_video", function (evt) {
if (evt.type === 'mute') {
evt.stream.muteVideo();
return $('#video_'+evt.id)[0].innerHTML = '<i class="fas fa-video-slash"></i>'
} else if (evt.type === 'unmute') {
evt.stream.unmuteVideo();
return $('#video_'+evt.id)[0].innerHTML = '<i class="fas fa-video"></i>'
}
});
I don't have access to evt.stream.muteVideo() and evt.stream.unmuteVideo() functions anymore inside socket.on
Thank you for your help!
Is there any particular reason why you are using your own sockets?
Check out this sample app which takes care of group video calls and screen sharing along with features like muting and unmuting made using the official Agora.io Documentation.
A snippet showing what you actually need to do for what features you have given an example of:
var client = AgoraRTC.createClient({mode: 'rtc', codec: 'vp8'});
var localStreams = {
uid: '',
camera: {
camId: '',
micId: '',
stream: {}
}
};
// Hide video
client.on("mute-video", function (evt) {
var remoteId = evt.uid;
localStreams.camera.stream.muteVideo();
});
// Show video
client.on("unmute-video", function (evt) {
localStreams.camera.stream.unmuteVideo();
});
// Mute audio
client.on("mute-audio", function (evt) {
var remoteId = evt.uid;
localStreams.camera.stream.muteAudio();
});
// Unmute audio
client.on("unmute-audio", function (evt) {
localStreams.camera.stream.unmuteAudio();
});
Agora automatically mutes and unmutes audio and video for everyone without you having to make your own socket for the same.
If your use case is something different though which needs you to use custom sockets, let me know in the comments.
EDIT:
To implement a hand raise feature as well as to mute or unmute someone else, you can use Agora RTM using this quick start guide or this sample app.
What RTM does is act like your personal web socket and can be used to send messages which are displayed to other users (for chatting) or even do some behind the scenes work like receiving a message of a particular type and performing an action accordingly.
If the admin wants to mute someone else, they can click on a button which triggers a RTM message to a user and automatically parse and use this message to mute him/her.
Hand raise will work in a similar way.
The following JavaScript works great when I have only one instance of a YouTube video on a page:
function createVideo(playerElement, videoID, autoplay=false) {
const youtubeScriptId = 'youtube-api';
const youtubeScript = document.getElementById(youtubeScriptId);
if (youtubeScript === null) {
const tag = document.createElement('script');
const firstScript = document.getElementsByTagName('script')[0];
tag.src = 'https://www.youtube.com/iframe_api';
tag.id = youtubeScriptId;
firstScript.parentNode.insertBefore(tag, firstScript);
}
window.onYouTubeIframeAPIReady = function() {
return new window.YT.Player(playerElement, {
videoId: videoID,
playerVars: {
autoplay: autoplay,
modestbranding: 1,
rel: 0
}
});
}
}
But when I try to call this again, the video doesn't load. Only the first video. This method is called via a click event after the page has loaded, and I pass in a videoID data attribute and build my new YouTube video to show on the page.
I assume because my JavaScript is creating only one instance on the window object, and not separate multiple instances. After further research I can see that the onYouTubeIframeAPIReady() method only fires once on a page, so that explains why the subsequent calls when the click event fires this method fails. Since it is impossible for me to know how many exact instances to load on a page, how would I refactor this code to make it dynamic, so that unlimited instances can be created and played on a page via click events only? I've seen countless tutorials of building YouTube videos when you know the elements on a page. But in this scenario either I do not know what is on the DOM, or want to slow the site down on page load by building unlimited YT videos to be inserted into the DOM only to probably not be clicked to play by the user.
Is it even possible to dynamically create a new YouTube video on a page using their YT API bound to a click event? From what I am reading online, it looks like a person has to load all videos at once when onYouTubeIframeAPIReady() is first loaded on the page after the YT API loads, and I have to add extra logic in place to play/stop each and then bind additional click events per each video to show/hide/play/stop. This is going to increase my page load dramatically, and add a bunch of JS overhang to my page. I simply want to create a new video on a click event.
I hope you're not using the same videoID every time, because for multiple instances of anything you need to have some kind of sequential ID management, like this...
var ID=[], Vid;
for(var i=0; i<20; i++){ // create 20 video players
ID.push('V'+i);
Vid=document.createElement('video');
Vid.id=ID[i];
document.body.appendChild(Vid);
createVideo(e, ID[i], false); // Your function
}
You get the drift...
The core issue that you're experiencing is the YT.Player can only be initalized once on the page - and if you have multiple videos to be handled via the YT.Player you'd have to iterate over the videos one by one with the same YT.Player instance. It's a little weird at first, but can work - especially if you need to handle the videos via popup modals, etc.
Here's an example that I've used to iterate over a page that has multiple hidden modals with videos, and then handle the click events and playing the videos:
jQuery(document).ready(function ($) {
let modalTriggerElements = $('.video_play_icon'),
playerInfoList = [],
players = []
if (typeof (YT) == 'undefined' || typeof (YT.Player) == 'undefined') {
let tag = document.createElement('script'),
firstScript = document.getElementsByTagName('script')[0]
tag.src = 'https://www.youtube.com/iframe_api';
tag.id = 'youtube-api';
firstScript.parentNode.insertBefore(tag, firstScript)
}
if (modalTriggerElements.length > 0) {
$.each(modalTriggerElements, (index, element) => {
buildPlayersList(element)
modalTriggerClickEvent(element)
})
}
window.onYouTubePlayerAPIReady = function () {
if (typeof playerInfoList === 'undefined') return;
for (let i = 0; i < playerInfoList.length; i++) {
players[i] = createPlayer(playerInfoList[i]);
}
}
function createPlayer(playerInfo) {
return new YT.Player(playerInfo.playerId, {
videoId: playerInfo.videoId,
playerVars: {
showinfo: 0,
}
});
}
function buildPlayersList(element) {
let $modelDiv = $(element).closest('.hc_module').next('.video_model'),
$playerDiv = $($modelDiv).find('#video-player');
playerInfoList.push({
'videoId': $($modelDiv).data('video-id'),
'playerId': $($playerDiv)[0],
});
}
function modalTriggerClickEvent(element) {
$(element).on('click', () => {
let $parentDiv = $(element).closest('.hc_module'),
$nearestVideoDiv = $parentDiv.next('.video_model'),
$closeDiv = $nearestVideoDiv.find('.close_modal')
$nearestVideoDiv.css('display', 'block')
$nearestVideoDiv.attr('aria-hidden', 'false')
$closeDiv.on('click', () => {
$nearestVideoDiv.css('display', 'none')
$nearestVideoDiv.attr('aria-hidden', 'true')
players.forEach((el) => {
el.stopVideo();
});
})
})
}
});
When you don't know how many players you can use random numbers to avoid conflicts...
var ID=[]; // Global array
function AddVideoPlayer(){
var Vid, i=ID.length-1;
ID.push('V'+RandomNumber(99999999));
Vid=document.createElement('video');
Vid.id=ID[i];
document.body.appendChild(Vid);
createVideo(e, ID[i], false); // Your function
}
I am using a bit of code served by javascriptkit.com which dynamically create an audio element and load a given source file. I modified it a bit to set a loop attribute then play continuously on jQuery mouseenter(). This all works properly.
I added a function stopSound and jQuery mouseleave() to trigger that stop method, but the audio continues to play without the mouse on the element. The console does not show any errors, yet it fails.
Here is the code
jQuery(function($) {
// Mouseover/ Click sound effect- by JavaScript Kit (www.javascriptkit.com)
// Visit JavaScript Kit at http://www.javascriptkit.com/ for full source code
// http://www.javascriptkit.com/script/script2/soundlink.shtml
var mimetype = {
"mp3": "audio/mpeg",
"mp4": "audio/mp4",
"ogg": "audio/ogg",
"wav": "audio/wav"
}
function soundFx(sound='')
{
var audioElement = document.createElement('audio');
if (audioElement.canPlayType)
{
for (var i=0; i<arguments.length; i++)
{
var src = document.createElement('source');
src.setAttribute('src', arguments[i]);
if (arguments[i].match(/\.(\w+)$/i))
src.setAttribute('type', mimetype[RegExp.$1]);
audioElement.appendChild(src);
}
audioElement.playsoundFx = function(){
audioElement.setAttribute('loop','loop');
audioElement.play();
}
// this added method does not execute
audioElement.stopSound = function() {
audioElement.pause();
audioElement.currentTime = 0;
}
return audioElement;
}
else{
return {playsoundFx:function(){
throw new Error("Your browser does not support HTML5 audio");
}
}
}
}
// sound fx trigger
$.fn.runsoundFx = function(soundfile='') {
this.mouseenter(function() {
soundFx(soundfile).playsoundFx();
});
this.mouseleave(function() {
soundFx().stopSound();
});
};
});
What do I need to do in the code to get the audio to stop on mouseleave?
Update 9/26
The code now works with the checked solution provided by #PatrickEvans , be sure to read his response as I've left the original question intact.
If anyone wants to use it in a document, the methods to attach sound to an element by ID, class or element name are:
$("#myelement").runsoundFx("/url/to/file.mp3");
or attach to all images
$("img").runsoundFx("/url/to/file.mp3");
or attach same audio to multiple classes and/or IDs and element names
$(".myclass, .otherclass, #myId, strong").runsoundFx("/url/to/file.mp3");
soundFx() is going to create and return a new audio instance when it is called. It is not going to return the instance created in a previous call. You will need to modify your code to keep track of your sound instances, test to see if it was already created returning it if so, otherwise create it and add it to the tracker.
For instance you could make a Map list using the source url as a key.
var audioMap = new Map();
function soundFx(sound='') {
if(audioMap.has(sound)){
return audioMap.get(sound);
}
//rest of your creation code
//add instance to map before returning it
audioMap.set(sound,audioElement);
return audioElement;
}
And in your mouseleave pass in your source value
$.fn.runsoundFx = function(soundfile='') {
this.mouseenter(function() {
soundFx(soundfile).playsoundFx();
});
this.mouseleave(function() {
soundFx(soundfile).stopSound();
});
};
How can I reset an embed Vimeo video to how it was onload after it's done playing?
The Vimeo API offers an unload method
player.api("unload")
But it isn't working for non-flash players.
Using the Vimeo API, you can add an event for finish to trigger the reload. The Vimeo API includes a method unload(), but it isn't supported in HTML players. Instead, reset the URL in the iframe to return the video to it's original state.
HTML
<iframe src="//player.vimeo.com/video/77984632?api=1" id="video"></iframe>
JS
var iframe = document.getElementById("video"),
player = $f(iframe);
player.addEvent("ready", function() {
player.addEvent('finish', function() {
player.element.src = player.element.src;
});
});
unload() should now work properly across all players.
Variation of Steve Robbins solution, with Vimeo specific solution. You don't have to reach the end of the video, but anytime the user bails out, including clicking on a button:
Simple Javascript solution with Vimeo Library loaded:
https://player.vimeo.com/api/player.js
function ResetVideo()
{
var Field = "iframe-video"; // <iframe id=iframe-video
var iframe = document.getElementById(Field);
var bLoad = LoadVimeoLib(); // Is the Vimeo lib loaded
if(bLoad > 0)
{
var Videoplayer = new Vimeo.Player(iframe);
Videoplayer.pause(); // Pause the video and audio
Videoplayer.setCurrentTime(0); // Reset the video position
// Reset the video back to the iframe
VideoSrc = Videoplayer.element.src; // Save the video source
Videoplayer.element.src = ""; // Empty the source
Videoplayer.element.src = VideoSrc; // Reset the video source
}
}
function LoadVimeoLib()
{
if (typeof jQuery === 'undefined')
{
alert('no jquery installed');
return 0;
}
var scriptlen = jQuery('script[src="https://player.vimeo.com/api/player.js"]').length;
if (scriptlen == 0)
{
jQuery.ajax({
type: "GET",
url: "https://player.vimeo.com/api/player.js",
dataType: "script"
});
}
return 1;
}
I need to load more than one video with youtube's API. This is my first time using it so I'm not sure what I'm doing wrong, but this is what I'm trying:
var player;
var player2;
function onYouTubePlayerAPIReady() {
player = new YT.Player('player', {
videoId: 'hdy78ehsjdi'
});
player2 = new YT.Player('player', {
videoId: '81hdjskilct'
});
}
Since onYouTubeIframeAPIReady function is supposed to called only once the following approach could be used:
initialize and save video player information
(ControlId,width,height,VideoId) in array
call onYouTubeIframeAPIReady function to create all the video
players
Example
var playerInfoList = [{id:'player',height:'390',width:'640',videoId:'M7lc1UVf-VE'},{id:'player1',height:'390',width:'640',videoId:'M7lc1UVf-VE'}];
function onYouTubeIframeAPIReady() {
if(typeof playerInfoList === 'undefined')
return;
for(var i = 0; i < playerInfoList.length;i++) {
var curplayer = createPlayer(playerInfoList[i]);
}
}
function createPlayer(playerInfo) {
return new YT.Player(playerInfo.id, {
height: playerInfo.height,
width: playerInfo.width,
videoId: playerInfo.videoId
});
}
The first parameter of new YT.Player needs to be the id of the HTML element (f.e. a DIV) to be replaced with an iframe to the video.
As you use 'player' for both of these objects, you will load both into the same element.
<div id="ytplayer1"></div>
<div id="ytplayer2"></div>
<script>
var player;
var player2;
function onYouTubePlayerAPIReady() {
player = new YT.Player('ytplayer1', {
height: '390',
width: '640',
videoId: 'hdy78ehsjdi'
});
player2 = new YT.Player('ytplayer2', {
height: '390',
width: '640',
videoId: '81hdjskilct'
});
}
</script>
Parameters of the functions are described in the Youtube API documentation: https://developers.google.com/youtube/iframe_api_reference#Loading_a_Video_Player (EDIT: changed to the right link)
The HTML
<div data-id="youtubevideoidhere" class="video"></div>
<div data-id="youtubevideoidhere" class="video"></div>
<div data-id="youtubevideoidhere" class="video"></div>
The JS for Videos
// CREATE VIDEOS "CLASS" to handler videos
var Videos = (function() {
// VARIABLES
var $ = jQuery, // The jquery
players = [], // players array (to coltrol players individually)
queue = []; // videos queue (once api is ready, transform this into YT player)
// Constructor
function Videos() {}
// METHODS
// Add elements to queue
Videos.prototype.add = function($video) {
queue.push($video);
};
// Load YT API
Videos.prototype.loadApi = function() {
// jQuery get script
$.getScript("//www.youtube.com/iframe_api", function() {
// once loaded, create the onYouTubeIframeAPIReady function
window.onYouTubeIframeAPIReady = function() {
queue.forEach(function($video) {
// Create the YT player
var player = new YT.Player($video.get(0), {
'width': "100%",
'height': "100%",
'videoId': $video.data("id")
});
// add to players array
players.push(player);
});
};
});
};
return Videos;
})();
And then, create videos like this
var videos = new Videos();
$('.video').each( function () {
videos.add( $(this) );
})
videos.loadApi();
I had a more expansive issue that boiled down to this same problem. The requirements I had were to write a JS class to manage one or more (the number can vary from 1 to infinity) video embeds. The backend system is ExpressionEngine (but that's irrelevant here). The primary goal was to set up a framework for analytics that pushes individual data to our Adobe Analytics platform. Shown here is merely the part that gives play count, it can be expanded a lot from here.
The CMS allows editors to create modules on the page that present a video. One video per module. Each module is basically a section of HTML arranged via Bootstrap 3 (irrelevant for this answer).
The relevant HTML looks like this:
<div id="js_youTubeContainer_{innov_mod_ytplayer:id}" class="embed-responsive embed-responsive-16by9">
<div id="js_youTubeFrame_{innov_mod_ytplayer:id}" class="embed-responsive-item"></div>
</div>
The part that says "{innov_mod_ytplayer:id}" is the YouTube Video ID from our CMS. This allows for a unique ID for each embeded item. This is important later.
Below this, I then render out:
var innovYouTube_{innov_mod_ytplayer:id} = new Ariba.Innovations.YouTube.Class({
'innovYouTubeVideoId': '{innov_mod_ytplayer:id}',
'innovYouTubeVideoTitle': '{innov_mod_ytplayer:title}',
'innovYouTubeDivId' : 'js_youTubeFrame_{innov_mod_ytplayer:id}'
});
innovYouTube_{innov_mod_ytplayer:id}.Init(); // And... Go!
var onYouTubeIframeAPIReady = (function() {
try{ //wrap this in try/catch because it actually throws errors when it runs subsequent times - this is expected as it's related to YouTube "rerunning" the function on other videos.
innovYouTube_{innov_mod_ytplayer:id}.config.functionCache = onYouTubeIframeAPIReady; //cache the existing global function
return function() {
try{
innovYouTube_{innov_mod_ytplayer:id}.onYouTubeIframeAPIReady(); //execute this instance's function
var newOnYouTubeIframeAPIReady = innovYouTube_{innov_mod_ytplayer:id}.config.functionCache.apply(this, arguments); //add instances to global function
return newOnYouTubeIframeAPIReady; //update global function
}catch(err){}
};
}catch(err){}
})();
You'll see some ExpressionEngine template tags here too - those are just the Video ID and the Video Title from YouTube. To replicate this, you'll need to change those of course.
What this does is allow me to dynamically update the single global callback with new code for each newly embedded video. In the end, this callback will contain calls to their own instances of my class. You need those try/catch blocks because it throws a false-positive error for all the "other" embeds except the one it's actually executing "right now" - remember this script runs once for every embed on the page. The errors are expected and actually cause no problem, so the try/catch suppresses them.
Using the CMS template tag, I create each instance based on the YouTube video ID. I would run into a problem if someone added the same video module more than once, but that's a business problem easily handled since that's not supposed to happen. This allows me to instantiate unique instances of my class over and over for each video.
The critical part of that script is based on this extremely helpful SO answer: Adding code to a javascript function programmatically
Here's the actual class. It's commented mostly... We use jQuery, so you'll see one important use of it here in the $.extend() method. I use that as a convenience in the class constructor method, but you could do that with vanilla JS too (JavaScript equivalent of jQuery's extend method) I just find the jQuery easier to read, and since it's available to me, I use it.
if (typeof Ariba === "undefined") { var Ariba = {}; }
if (typeof Ariba.Innovations === "undefined") { Ariba.Innovations = {}; }
if (typeof Ariba.Innovations.YouTube === "undefined") { Ariba.Innovations.YouTube = {}; }
if (typeof Ariba.Innovations.YouTube.Class === "undefined") {//this script may be embedded more than once - do this to avoid re-processing it on subsequent loads
Ariba.Innovations.YouTube.Class = function (config) {
this.static = {
'ytScriptId': 'js_youtubeFrameAPI',
'ytScriptUrl': 'https://www.youtube.com/iframe_api'
};//static configuration. Will overwrite any other settings with the same name
this.config = {//optional configuration variables. Will be overridden by instance or static settings with the same name.
'adobeAnalyticsFired': false
};
this.config = $.extend(true, this.config, config);//inserts (destructively!) the instance settings.
this.config = $.extend(true, this.config, this.static);//inserts (destructively!) the static settings.
this.config.this = this;
};
Ariba.Innovations.YouTube.Class.prototype.Init = function () {
//Note: have to allow it to write it over an over because calling the API script is what makes YouTube call onYouTubeIframeAPIReady.
//if (document.getElementById('js_youtubeFrameAPI') === null) { // don't add the script again if it already exists!
this.config.apiScript = document.createElement('script');
this.config.apiScript.src = 'https://www.youtube.com/iframe_api';
this.config.apiScript.id = 'js_youtubeFrameAPI' + this.config.innovYouTubeVideoId;
this.config.firstScriptTag = document.getElementsByTagName('script')[0];
this.config.firstScriptTag.parentNode.insertBefore(this.config.apiScript, this.config.firstScriptTag);
//}
//else { console.log("iframe script already embedded", this.config.innovYouTubeVideoId); }
}
Ariba.Innovations.YouTube.Class.prototype.onYouTubeIframeAPIReady = function (event) {
//console.log("onYouTubeIframeAPIReady", this.config.innovYouTubeVideoId, arguments);
var _this = this;
//console.log(this);
this.config.ytPlayer = new YT.Player(this.config.innovYouTubeDivId, {
videoId: this.config.innovYouTubeVideoId,
events: {
'onReady': _this.onPlayerReady.bind(_this),
'onStateChange': _this.onPlayerStateChange.bind(_this)
}
});
}
Ariba.Innovations.YouTube.Class.prototype.onPlayerReady = function (event) {
//console.log("onPlayerReady", this.config.innovYouTubeVideoId, event);
}
Ariba.Innovations.YouTube.Class.prototype.onPlayerStateChange = function (event) {
//console.log("onPlayerStateChange", this.config.innovYouTubeVideoId, event, this);
if (event.data === YT.PlayerState.PLAYING && !this.config.adobeAnalyticsFired) {
//console.log("YouTube Video is PLAYING!!", this.config.innovYouTubeVideoId);
this.config.adobeAnalyticsFired = true;
if (typeof _satellite !== "undefined") {
window._satellite.data.customVars.adhoc_tracker_val = "Innovations Video: " + this.config.innovYouTubeVideoTitle + " (" + this.config.innovYouTubeVideoId + ")";
_satellite.track('adhoctrack');
}
}
}
}
A few other notes:
Keeping scope in the class instance is easy once you get the main global callback problem solved. You just have to add .bind(). For example:
'onReady': _this.onPlayerReady.bind(_this)
You might also see:
var _this = this;
This is so the "this" scope for the instance isn't lost accidentally. Maybe not necessary, but it's a convention I've adopted over the years.
Anyway, I've been working on this for a week now, and figured I'd share it with the SO community since it's clear from my looking for answers a lot of others have been searching for solutions to this too.
I needed this same thing in React. Expanding upon Vadim's answer you could do something like the following and add them to an object then create the player if you don't know what the array of players will look like prior.
const YoutubeAPILoader = {
_queue: [],
_isLoaded: false,
load: function (component) {
// if the API is loaded just create the player
if (this._isLoaded) {
component._createPlayer()
} else {
this._queue.push(component)
// load the Youtube API if this was the first component added
if (this._queue.length === 1) {
this._loadAPI()
}
}
},
_loadAPI: function () {
// load the api however you like
loadAPI('//youtube.com/player_api')
window.onYouTubeIframeAPIReady = () => {
this._isLoaded = true
for (let i = this._queue.length; i--;) {
this._queue[i]._createPlayer()
}
this._queue = []
}
}
}
what i have done to load multiples videos was destroy the iframe when i click outside the video (you could use the event you want) then i created the div again so you can reuse the div with another video ID
<iframe title="YouTube video player" src="https:YOUR CHANNEL Full Link" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe>
As an addendum to Vadim's answer, the following worked for me with events:
const iframes = [{id: 'hello'},...];
const inOnReadyScope = "I can be accessed by onPlayerReady"
function onYouTubeIframeAPIReady() {
for (let i = 0; i < iframes.length; i++) {
const player = new YT.Player(iframe.id, {
events {
onReady: onPlayerReady
}
}
function onPlayerReady(event){
event.target.setVolume(0);
console.log(inOnReadyScope)
// use anything on event
}
}
}
<script type="text/javascript">
$(document).ready(function () {
$(".youtube-player").each(function () {
var playerid = $(this).attr("id");
setTimeout(function () {
onYouTubeIframeAPIReady2(playerid);
}, 2000);
});
});
function onYouTubeIframeAPIReady2(PlayerID) {
var ctrlq = document.getElementById(PlayerID);
console.log(ctrlq);
var player = new YT.Player(PlayerID, {
height: ctrlq.dataset.height,
width: ctrlq.dataset.width,
events: {
'onReady': function (e) {
e.target.cueVideoById({
videoId: ctrlq.dataset.video,
startSeconds: ctrlq.dataset.startseconds,
endSeconds: ctrlq.dataset.endseconds
});
}
}
});
}
</script>