     public var duration: TimeInterval {
         bufferDuration ?? file?.duration ?? 0
     }
+    
+    /// Time in audio file where track was started (allows retrieval of playback time after playerNode is seeked)
+    private var segmentStartTime: TimeInterval = 0.0
+    
+    /// Time in audio file where track was stopped (allows retrieval of playback time after playerNode is paused)
+    private var stoppedTime: TimeInterval = 0.0
 
     /// Completion handler to be called when file or buffer is done playing.
     /// This also will be called when looping from disk,

        self.file = file
        schedule(at: when)
    }
}

    /// Stop audio player. This won't generate a callback event
    public func stop() {
        guard isPlaying else { return }
        stoppedTime = getCurrentTime()
        isPlaying = false
        playerNode.stop()
        scheduleTime = nil
