         if internalPlayer.playing {
             if let time = internalPlayer.lastRenderTime {
                 // wrap the sampleTime by the totalFrameCount as sampleTime does not reset when audio loops.
-                return Double( ( Int64(time.sampleTime - initialFrameCount) % totalFrameCount) ) / sampleRate
+                return Double((Int64(time.sampleTime - initialFrameCount) % totalFrameCount)) / sampleRate
             }
         }
         return 0.0

        }
        internalPlayer.play()
        // get the initialFrameCount for currentTime as it's relative to the audio engine's time.
        if (initialFrameCount == -1){
            if let t = internalPlayer.lastRenderTime {
                initialFrameCount = t.sampleTime
            }

        let audioFrameCount = UInt32(audioFile.length)
        audioFileBuffer = AVAudioPCMBuffer(PCMFormat: audioFormat, frameCapacity: audioFrameCount)
        try! audioFile.readIntoBuffer(audioFileBuffer)
        
        // added for currentTime calculation later on
        sampleRate = audioFile.fileFormat.sampleRate
        totalFrameCount = Int64( audioFrameCount )
