Step 1: Select album I want to play in Symfonium
Step 2: Select renderer via cast icon (WiiM Ultra via DLNA)
Step 3: Press play button (music starts playing from the WiiM Ultra/Speakers)
Step 4: I pause the music in Symfonium
Step 5: I change the input on my WiiM to Optical IN, because I want to use another source (my PC)
Problem after step 5: when the input changes on the WiiM, Symfonium automatically starts playing the next song. I can’t control Symfonium anymore (nothing is playing in the app), and have to switch inputs on the WiiM again to stop playback.
What is happening here? I suspect the connection between Symfonium and the WiiM is still active, and doing something strange.
I don’t know if this is even possible, but if WiiM switched state to PAUSED_PLAYBACK (if currently PLAYING) rather than STOPPED on input switching, would that address this “problem”?
This is the joy of UPnP, Symfonium have no way to know why the renderer goes to stopped status.
And stopped status is the indicator that the track is ended and the next one should be started.
The stop could be caused by anything and so the app continue the queue as it’s frequent that people want to skip a track, more than people stopping using another controller, they usually pause.
I started an album on a WiiM Pro and was expecting to see STOP events appear in the Symfonium logs around track transitions, but I didn’t, the only STOP event I saw was:
2025-11-05 09:51:08.542 Verbose/UPnPRenderer: Status changed to stopped (0)
Which was after I’d changed input on the WiiM.
Is this because WiiM supports SetNextTransportURI?
I’ve uploaded the logs should you wish to take a look.
Actions taken in log:
Start the album and allow tracks 1 to 4 to complete
Switch to the WiiM app and switch input to Optical
Wait 15 seconds and switch back to Ethernet
After track 7 completes stop playback from Symfonium
NOTE: In the WiiM app you’re not able to advance tracks, just pause and seek.
Sorry I’m not talking about the new setting in Symfonium; I’m going to ask WiiM to PAUSE instead of STOP playback and I’d like to understand why STOP isn’t sufficient - in order to explain it to them.
Let me try another way; If WiiM only issues a STOP when playback should stop then what’s the problem - unless it’s that all renderers behave differently and you’d need to code this behaviour to WiiM.
You implied that a STOP could mean a variety of conditions, yet I’m not seeing any of those in the logs.
I’ve already explained everything a lot of time … And with the new setting you don’t have to ask anything …
Symfonium by default correspond to my needs. Pressing next on a physical remote of an upnp device should start the next song. Due to how UPnP works, Symfonium can only detect that due to state changing to stopped.
Pressing next on a physical remote of an upnp device should start the next song. Due to how UPnP works, Symfonium can only detect that due to state changing to stopped.
Ok, so it’s not the normal transition from track to track but the next/previous actions that trigger the additional STOP events. That would explain why I didn’t see it in the WiiM log (as it’s not implemented).
I’ll create a ticket with WiiM to issue a PAUSE rather STOP, but if you’re going to implement an option to ignore/obey remote events that should work too.