AVPlayer video not resuming from where it left, instead video starts from beginning. Here is my code.Can anyone help me??
-(void)appEnteredForeground:(NSNotification*)notification {
if(playerViewController.player.status == AVPlayerStatusReadyToPlay &&
playerViewController.player.currentItem.status == AVPlayerItemStatusReadyToPlay) {
total_duration = self.playerViewController.player.currentItem.duration;
[self.playerViewController.player seekToTime:currentTime];
[_playerViewController.player play];
}
}
-(void)appEnteredBackground:(NSNotification*)notification {
[playerViewController.player pause];
currentTime = [playerViewController.player currentTime];
[playerViewController.player seekToTime:currentTime];
}
1.It's seek to time problem, when u ask it to seek to time, it can't be done as it's already in background. Why did u seek to time when u enter background? pause should do just fine. remove the following line.
[playerViewController.player seekToTime:currentTime];
2.you had better pause in resign active notification instead of background notification. because the last one shall be triggered in a few seconds later after pressing the home button
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(becomeActive) name:UIApplicationDidBecomeActiveNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(resignActive) name:UIApplicationWillResignActiveNotification object:nil];
}
- (void)becomeActive {
NSLog(#"active");
if(playerViewController.player.status == AVPlayerStatusReadyToPlay &&
playerViewController.player.currentItem.status == AVPlayerItemStatusReadyToPlay) {
total_duration = self.playerViewController.player.currentItem.duration;
[self.playerViewController.player seekToTime:currentTime];
[_playerViewController.player play];
}
}
- (void)resignActive {
NSLog(#"resign active");
[playerViewController.player pause];
currentTime = [playerViewController.player currentTime];
}
My code for application will Enter Foreground is given below. I am working on the iOS simulator. What I am trying in my code is, when a player clicks home button while game is going on and returns back to the game after sometime, I want the game to be in pause state. Although my code pauses the game, but it does not pause it immediately. That is, when I go to my game again, there is 1 second of movement before everything pauses.
-(void)applicationWillEnterForeground:(UIApplication *)application
{ [[NSNotificationCenter defaultCenter] postNotificationName:#"didEnterForeground" object:self];
}
[[NSNotificationCenter defaultCenter] addObserver: self
selector: #selector(handleEnterFg)
name: #"didEnterForeground"
object: nil];
-(void) handleEnterFg
{
if (gameIsOver== NO)
{
[myTimer pause];
gamePause = YES;
self.scene.view.paused = YES;
}
}
-(void) handleEnterBg
{
if (gameIsOver== NO)
{
[bgPlayer pause];
[self childNodeWithName:#"pauseButton"].zPosition = -10;
[self childNodeWithName:#"playButton"].zPosition = 160;
}
}
Thank you!
You need to pause the game when you receive applicationWillEnterBackground if you want to pause it immediately.
I am trying to display UIToolBar with BarButtonItems on MPMoviePlayerController. Not sure how will I implement it.
I am trying to play the video file when user taps on one of the cell of UITableView. At that time I would like to give an option to user to share the video on FB or tweeter.
Not sure how will I display the share BarButtonItem on MPMoviePlayerController. I am trying to implement something similar to the photo app that comes with iPhone.
Can anyone please help me out?
Thank you!
MPMovieplayer is not the right choice for this purpose. You can create a custom movie player with AVPlayer(found under AVFoundation.framework) that would serve your purpose. Create any normal ViewController in your project and add an AVPlayer with code something like below:
-(void)viewDidLoad {
//prepare player
self.videoPlayer = [AVPlayer playerWithURL:<# NSURL for the video file #>];
self.videoPlayer.actionAtItemEnd = AVPlayerActionAtItemEndPause;
//prepare player layer
self.videoPlayerLayer = [AVPlayerLayer playerLayerWithPlayer:self.videoPlayer];
self.videoPlayerLayer.videoGravity = AVLayerVideoGravityResizeAspectFill;
self.videoPlayerLayer.frame = self.view.bounds;
[self.view.layer addSublayer:self.videoPlayerLayer];
//add player item status notofication handler
[self addObserver:self forKeyPath:#"videoPlayer.currentItem.status" options:NSKeyValueObservingOptionNew context:NULL];
//notification handler when player item completes playback
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(playerItemDidReachEnd:) name:AVPlayerItemDidPlayToEndTimeNotification object:self.videoPlayer.currentItem];
}
//called when playback completes
-(void)playerItemDidReachEnd:(NSNotification *)notification {
[self.videoPlayer seekToTime:kCMTimeZero]; //rewind at the end of play
//other tasks
}
-(void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary *)change context:(void *)context {
if ([keyPath isEqualToString:#"videoPlayer.currentItem.status"]) {
//NSLog(#"player status changed");
if (self.videoPlayer.currentItem.status == AVPlayerItemStatusReadyToPlay) {
//player is ready to play and you can enable your playback buttons here
}
}
}
As this would be normal view controller, you can add a toolbar buttons/buttons to it, for playing/sharing, etc. and trigger the player actions and any other related action like below:
-(IBAction)play:(id)sender {
[self.videoPlayer play];
}
-(IBAction)pause:(id)sender {
[self.videoPlayer pause];
}
//etc.
Also make sure to remove the observers in your dealloc:
-(void)dealloc {
//remove observers
#try {
[self removeObserver:self forKeyPath:#"videoPlayer.currentItem.status" context:NULL];
}
#catch (NSException *exception) {}
#try {
[[NSNotificationCenter defaultCenter] removeObserver:self name:AVPlayerItemDidPlayToEndTimeNotification object:self.videoPlayer.currentItem];
}
#catch (NSException *exception) {}
//other deallocations
[super dealloc];
}
More detailed and sophisticated explanation of the process can be found under apples companion guide, available here
In my application I have to play audio files stored on a web server. I'm using AVPlayer for it. I have all the play/pause controls and all delegates and observers there which work perfectly fine. On playing small audio files everything works great.
When a long audio file is played it also starts playing fine but after some seconds the AVPlayer pauses the playing (most probably to buffer it). The issue is it doesn't resume on its own again. It keeps in a pause state and if I manually press the play button again it plays smoothly again.
I want to know why AVPlayer doesn't resume automatically and how can I manage to resume the audio again without user pressing the play button again? Thanks.
Yes, it stops because the buffer is empty so it has to wait to load more video. After that you have to manually ask for start again. To solve the problem I followed these steps:
1) Detection: To detect when the player has stopped I use the KVO with the rate property of the value:
-(void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary *)change context:(void *)context
{
if ([keyPath isEqualToString:#"rate"] )
{
if (self.player.rate == 0 && CMTimeGetSeconds(self.playerItem.duration) != CMTimeGetSeconds(self.playerItem.currentTime) && self.videoPlaying)
{
[self continuePlaying];
}
}
}
This condition: CMTimeGetSeconds(self.playerItem.duration) != CMTimeGetSeconds(self.playerItem.currentTime) is to detect the difference between arriving at the end of the video or stopping in the middle
2) Wait for the video to load - If you continue playing directly you will not have enough buffer to continue playing without interruption. To know when to start you have to observe the value playbackLikelytoKeepUp from the playerItem (here I use a library to observe with blocks but I think it makes the point):
-(void)continuePlaying
{
if (!self.playerItem.playbackLikelyToKeepUp)
{
self.loadingView.hidden = NO;
__weak typeof(self) wSelf = self;
self.playbackLikelyToKeepUpKVOToken = [self.playerItem addObserverForKeyPath:#keypath(_playerItem.playbackLikelyToKeepUp) block:^(id obj, NSDictionary *change) {
__strong typeof(self) sSelf = wSelf;
if(sSelf)
{
if (sSelf.playerItem.playbackLikelyToKeepUp)
{
[sSelf.playerItem removeObserverForKeyPath:#keypath(_playerItem.playbackLikelyToKeepUp) token:self.playbackLikelyToKeepUpKVOToken];
sSelf.playbackLikelyToKeepUpKVOToken = nil;
[sSelf continuePlaying];
}
}
}];
}
And that's it! problem solved
Edit: By the way the library used is libextobjc
I am working with video files, so there's more to my code than you need, but the following solution should pause the player when it hangs, then check every 0.5 second to see whether we've buffered enough to keep up. If so, it restarts the player. If the player hangs for more than 10 seconds without restarting, we stop the player and apologize to the user. This means you need the right observers in place. The code below is working pretty well for me.
properties defined / init'd in a .h file or elsewhere:
AVPlayer *player;
int playerTryCount = -1; // this should get set to 0 when the AVPlayer starts playing
NSNotificationCenter *notificationCenter = [NSNotificationCenter defaultCenter];
partial .m:
- (AVPlayer *)initializePlayerFromURL:(NSURL *)movieURL {
// create AVPlayer
AVPlayerItem *videoItem = [AVPlayerItem playerItemWithURL:movieURL];
AVPlayer *videoPlayer = [AVPlayer playerWithPlayerItem:videoItem];
// add Observers
[videoItem addObserver:self forKeyPath:#"playbackLikelyToKeepUp" options:NSKeyValueObservingOptionInitial | NSKeyValueObservingOptionNew context:nil];
[self startNotificationObservers]; // see method below
// I observe a bunch of other stuff, but this is all you need for this to work
return videoPlayer;
}
- (void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary *)change context:(void *)context {
// check that all conditions for a stuck player have been met
if ([keyPath isEqualToString:#"playbackLikelyToKeepUp"]) {
if (self.player.currentItem.playbackLikelyToKeepUp == NO &&
CMTIME_COMPARE_INLINE(self.player.currentTime, >, kCMTimeZero) &&
CMTIME_COMPARE_INLINE(self.player.currentTime, !=, self.player.currentItem.duration)) {
// if so, post the playerHanging notification
[self.notificationCenter postNotificationName:PlayerHangingNotification object:self.videoPlayer];
}
}
}
- (void)startNotificationObservers {
[self.notificationCenter addObserver:self
selector:#selector(playerContinue)
name:PlayerContinueNotification
object:nil];
[self.notificationCenter addObserver:self
selector:#selector(playerHanging)
name:PlayerHangingNotification
object:nil];
}
// playerHanging simply decides whether to wait 0.5 seconds or not
// if so, it pauses the player and sends a playerContinue notification
// if not, it puts us out of our misery
- (void)playerHanging {
if (playerTryCount <= 10) {
playerTryCount += 1;
[self.player pause];
// start an activity indicator / busy view
[self.notificationCenter postNotificationName:PlayerContinueNotification object:self.player];
} else { // this code shouldn't actually execute, but I include it as dummyproofing
[self stopPlaying]; // a method where I clean up the AVPlayer,
// which is already paused
// Here's where I'd put up an alertController or alertView
// to say we're sorry but we just can't go on like this anymore
}
}
// playerContinue does the actual waiting and restarting
- (void)playerContinue {
if (CMTIME_COMPARE_INLINE(self.player.currentTime, ==, self.player.currentItem.duration)) { // we've reached the end
[self stopPlaying];
} else if (playerTryCount > 10) // stop trying
[self stopPlaying];
// put up "sorry" alert
} else if (playerTryCount == 0) {
return; // protects against a race condition
} else if (self.player.currentItem.playbackLikelyToKeepUp == YES) {
// Here I stop/remove the activity indicator I put up in playerHanging
playerTryCount = 0;
[self.player play]; // continue from where we left off
} else { // still hanging, not at end
// create a 0.5-second delay to see if buffering catches up
// then post another playerContinue notification to call this method again
// in a manner that attempts to avoid any recursion or threading nightmares
playerTryCount += 1;
double delayInSeconds = 0.5;
dispatch_time_t executeTime = dispatch_time(DISPATCH_TIME_NOW, delayInSeconds * NSEC_PER_SEC);
dispatch_after(executeTime, dispatch_get_main_queue(), ^{
// test playerTryCount again to protect against changes that might have happened during the 0.5 second delay
if (playerTryCount > 0) {
if (playerTryCount <= 10) {
[self.notificationCenter postNotificationName:PlayerContinueNotification object:self.videoPlayer];
} else {
[self stopPlaying];
// put up "sorry" alert
}
}
});
}
Hope it helps!
Accepted answer gives a possible solution to the problem, but it lacks flexibility, also it's hard to read. Here's more flexible solution.
Add observers:
//_player is instance of AVPlayer
[_player.currentItem addObserver:self forKeyPath:#"status" options:0 context:nil];
[_player addObserver:self forKeyPath:#"rate" options:0 context:nil];
Handler:
-(void)observeValueForKeyPath:(NSString*)keyPath
ofObject:(id)object
change:(NSDictionary*)change
context:(void*)context {
if ([keyPath isEqualToString:#"status"]) {
if (_player.status == AVPlayerStatusFailed) {
//Possibly show error message or attempt replay from tart
//Description from the docs:
// Indicates that the player can no longer play AVPlayerItem instances because of an error. The error is described by
// the value of the player's error property.
}
}else if ([keyPath isEqualToString:#"rate"]) {
if (_player.rate == 0 && //if player rate dropped to 0
CMTIME_COMPARE_INLINE(_player.currentItem.currentTime, >, kCMTimeZero) && //if video was started
CMTIME_COMPARE_INLINE(_player.currentItem.currentTime, <, _player.currentItem.duration) && //but not yet finished
_isPlaying) { //instance variable to handle overall state (changed to YES when user triggers playback)
[self handleStalled];
}
}
}
Magic:
-(void)handleStalled {
NSLog(#"Handle stalled. Available: %lf", [self availableDuration]);
if (_player.currentItem.playbackLikelyToKeepUp || //
[self availableDuration] - CMTimeGetSeconds(_player.currentItem.currentTime) > 10.0) {
[_player play];
} else {
[self performSelector:#selector(handleStalled) withObject:nil afterDelay:0.5]; //try again
}
}
The "[self availableDuration]" is optional, but you can manually launch playback based on amount of video available. You can change how often the code checks whether enough video is buffered. If you decide to use the optional part, here's the method implementation:
- (NSTimeInterval) availableDuration
{
NSArray *loadedTimeRanges = [[_player currentItem] loadedTimeRanges];
CMTimeRange timeRange = [[loadedTimeRanges objectAtIndex:0] CMTimeRangeValue];
Float64 startSeconds = CMTimeGetSeconds(timeRange.start);
Float64 durationSeconds = CMTimeGetSeconds(timeRange.duration);
NSTimeInterval result = startSeconds + durationSeconds;
return result;
}
Don't forget the cleanup. Remove observers:
[_player.currentItem removeObserver:self forKeyPath:#"status"];
[_player removeObserver:self forKeyPath:#"rate"];
And possible pending calls to handle stalled video:
[UIView cancelPreviousPerformRequestsWithTarget:self selector:#selector(handleStalled) object:nil];
I had a similar issue.
I had some local files i wanted to play, configured the AVPlayer and called [player play], the player stops at frame 0 and wouldn't play anymore until i called play again manually.
The accepted answer was impossible for me to implement due to faulty explanation, then i just tried delaying the play and magically worked
[self performSelector:#selector(startVideo) withObject:nil afterDelay:0.2];
-(void)startVideo{
[self.videoPlayer play];
}
For web videos i also had the problem, i solve it using wallace's answer.
When creating the AVPlayer add an observer:
[self.videoItem addObserver:self forKeyPath:#"playbackLikelyToKeepUp" options:NSKeyValueObservingOptionInitial | NSKeyValueObservingOptionNew context:nil];
- (void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary *)change context:(void *)context {
// check that all conditions for a stuck player have been met
if ([keyPath isEqualToString:#"playbackLikelyToKeepUp"]) {
if (self.videoPlayer.currentItem.playbackLikelyToKeepUp == NO &&
CMTIME_COMPARE_INLINE(self.videoPlayer.currentTime, >, kCMTimeZero) &&
CMTIME_COMPARE_INLINE(self.videoPlayer.currentTime, !=, self.videoPlayer.currentItem.duration)) {
NSLog(#"hanged");
[self performSelector:#selector(startVideo) withObject:nil afterDelay:0.2];
}
}
}
Remember to remove observer before dismissing the view
[self.videoItem removeObserver:self forKeyPath:#"playbackLikelyToKeepUp"]
I think use AVPlayerItemPlaybackStalledNotification to detect the stalled is a better way.
First I observe for playback stalling
NSNotificationCenter.defaultCenter().addObserver(self, selector: #selector(playerStalled),
name: AVPlayerItemPlaybackStalledNotification, object: videoPlayer.currentItem)
Then I force playback continuation
func playerStalled(note: NSNotification) {
let playerItem = note.object as! AVPlayerItem
if let player = playerItem.valueForKey("player") as? AVPlayer{
player.play()
}
}
This is probably not the best way of doing it, but I'm using it until I find something better :)
I also ran into this issue as described here
I tested this answer below multiple times and it worked every time so far.
Here is what I came up with for the Swift 5 version of #wallace's answer.
1- instead of observing the keyPath "playbackLikelyToKeepUp" I use the .AVPlayerItemPlaybackStalled Notification and inside there I check to see if the buffer is full or not via if !playerItem.isPlaybackLikelyToKeepUp {...}
2- instead of using his PlayerHangingNotification I use a function named playerIsHanging()
3- instead of using his PlayerContinueNotification I use a function named checkPlayerTryCount()
4- and inside checkPlayerTryCount() I do everything the same as his (void)playerContinue function except when I ran into } else if playerTryCount == 0 { nothing would happen. To avoid that I added 2 lines of code above the return statement
5- like #PranoyC suggested under #wallace's comments I set the playerTryCount to a max of 20 instead of 10. I also set it as a class property let playerTryCountMaxLimit = 20
You have to add/remove your activity indicator/spinner where the comment suggests to do so
code:
NotificationCenter.default.addObserver(self, selector: #selector(self.playerItemPlaybackStalled(_:)),
name: NSNotification.Name.AVPlayerItemPlaybackStalled,
object: playerItem)
#objc func playerItemPlaybackStalled(_ notification: Notification) {
// The system may post this notification on a thread other than the one used to registered the observer: https://developer.apple.com/documentation/foundation/nsnotification/name/1387661-avplayeritemplaybackstalled
guard let playerItem = notification.object as? AVPlayerItem else { return }
// playerItem.isPlaybackLikelyToKeepUp == false && if the player's current time is greater than zero && the player's current time is not equal to the player's duration
if (!playerItem.isPlaybackLikelyToKeepUp) && (CMTimeCompare(playerItem.currentTime(), .zero) == 1) && (CMTimeCompare(playerItem.currentTime(), playerItem.duration) != 0) {
DispatchQueue.main.async { [weak self] in
self?.playerIsHanging()
}
}
}
var playerTryCount = -1 // this should get set to 0 when the AVPlayer starts playing
let playerTryCountMaxLimit = 20
func playerIsHanging() {
if playerTryCount <= playerTryCountMaxLimit {
playerTryCount += 1
// show spinner
checkPlayerTryCount()
} else {
// show spinner, show alert, or possibly use player?.replaceCurrentItem(with: playerItem) to start over ***BE SURE TO RESET playerTryCount = 0 ***
print("1.-----> PROBLEM")
}
}
func checkPlayerTryCount() {
guard let player = player, let playerItem = player.currentItem else { return }
// if the player's current time is equal to the player's duration
if CMTimeCompare(playerItem.currentTime(), playerItem.duration) == 0 {
// show spinner or better yet remove spinner and show a replayButton or auto rewind to the beginning ***BE SURE TO RESET playerTryCount = 0 ***
} else if playerTryCount > playerTryCountMaxLimit {
// show spinner, show alert, or possibly use player?.replaceCurrentItem(with: playerItem) to start over ***BE SURE TO RESET playerTryCount = 0 ***
print("2.-----> PROBLEM")
} else if playerTryCount == 0 {
// *** in his answer he has nothing but a return statement here but when it would hit this condition nothing would happen. I had to add these 2 lines of code for it to continue ***
playerTryCount += 1
retryCheckPlayerTryCountAgain()
return // protects against a race condition
} else if playerItem.isPlaybackLikelyToKeepUp {
// remove spinner and reset playerTryCount to zero
playerTryCount = 0
player?.play()
} else { // still hanging, not at end
playerTryCount += 1
/*
create a 0.5-second delay using .asyncAfter to see if buffering catches up
then call retryCheckPlayerTryCountAgain() in a manner that attempts to avoid any recursion or threading nightmares
*/
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5) {
DispatchQueue.main.async { [weak self] in
// test playerTryCount again to protect against changes that might have happened during the 0.5 second delay
if self!.playerTryCount > 0 {
if self!.playerTryCount <= self!.playerTryCountMaxLimit {
self!.retryCheckPlayerTryCountAgain()
} else {
// show spinner, show alert, or possibly use player?.replaceCurrentItem(with: playerItem) to start over ***BE SURE TO RESET playerTryCount = 0 ***
print("3.-----> PROBLEM")
}
}
}
}
}
}
func retryCheckPlayerTryCountAgain() {
checkPlayerTryCount()
}
in very bad network playbackLikelyToKeepUp most probably to be false.
use kvo to observe playbackBufferEmpty is better, more sensitive to if existing buffer data that can be used for playback .if the value change to true you can call play method to continue playback.
In my case,
I was trying to record video with imagePickerController and playback recorded video with AVPlayerController. But it starts playing video and gets stops after 1 second. Somehow it gets time to save video and if you playback it immediately, it won't play.
So solution is ,
call play video after 0.5 seconds (delay). like below
-(void)imagePickerController:(UIImagePickerController *)picker
didFinishPickingMediaWithInfo:(NSDictionary *)info {
[self performSelector:#selector(playVideo) withObject:self
afterDelay:0.5];
}
-(void) playVideo {
self.avPlayerViewController = [[AVPlayerViewController alloc] init];
if(self.avPlayerViewController != nil)
{
AVPlayerItem* playerItem = [AVPlayerItem playerItemWithURL:Vpath];
AVPlayer* player = [[AVPlayer alloc] initWithPlayerItem:playerItem];
self.avPlayerViewController.player = player;
self.avPlayerViewController.showsPlaybackControls = NO;
[self.avPlayerViewController setVideoGravity:AVLayerVideoGravityResizeAspectFill];
[self.avPlayerViewController.view setFrame:[[UIScreen mainScreen] bounds]];
self.avPlayerViewController.view.clipsToBounds = YES;
self.avPlayerViewController.delegate = self;
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(playerDidFinishPlaying) name:AVPlayerItemDidPlayToEndTimeNotification object:playerItem];
[self.viewVideoHolder addSubview:self.avPlayerViewController.view];
[self.avPlayerViewController.player play];
}
}
-(void) playerDidFinishPlaying
{
[avPlayer pause];
}
swift ios
I am developing an audio streaming app with the old AudioStreamer from Matt and i am trying to make the interruption (when receive a call) by using :
- (void)MyAudioSessionInterruptionListener(void *inClientData, UInt32 inInterruptionState)
{
AudioStreamer *streamer = (AudioStreamer*)inClientData;
if (inInterruptionState == kAudioSessionBeginInterruption)
{
[streamer stop];
NSLog(#"kAudioSessionBeginInterruption");
}
else if (inInterruptionState == kAudioSessionEndInterruption)
{
[self playpause];
NSLog(#"kAudioSessionEndInterruption");
}
}
My problem is I am trying to call the function "playpause" with the [self playpause]; but I get an error playpause undeclared !
How can I declare playpause inside MyAudioSessionInterruptionListener ?
its not [self playPause] it should be [streamer playpause] assuming the AudioStreamer class is the class with the method...The listener method is a static C function outside your class, therefore you cant call a method on self, since self implies you are inside the instance of the class. If the class with the method is not the AudioStreamer then you are going to have to pass that class along as well in the inClientData argument in order to be able to get a hold of it..
Hope that helps
So after testing all posibility the best was using Notification.
Here the code :
void MyAudioSessionInterruptionListener(void *inClientData, UInt32 inInterruptionState)
{
if (inInterruptionState == kAudioSessionBeginInterruption) {
[[NSNotificationCenter defaultCenter] postNotificationName:#"stopstreamer" object:nil];
NSLog(#"kAudioSessionBeginInterruption");
}
else if (inInterruptionState == kAudioSessionEndInterruption) {
[[NSNotificationCenter defaultCenter] postNotificationName:#"TogglePlayPause" object:nil];
NSLog(#"kAudioSessionEndInterruption");
}
}