         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 )

        }
        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
            }

        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 0.0
