             return Double(startingFrame) / internalAudioFile.sampleRate
         }
         set {
-            //let wasPlaying = playing
-            
             // since setting startTime will fill the buffer again, we only want to do this if the
             // data really needs to be updated
             if newValue == internalStartTime {
                 //print("startTime is the same, so returning: \(newValue)")
                 return
-                
             } else if newValue > Double(endingFrame) / internalAudioFile.sampleRate && endingFrame > 0 {
                 print("ERROR: AKAudioPlayer cannot set a startTime bigger than the endTime: \(Double(endingFrame) / internalAudioFile.sampleRate) seconds")
-                
             } else {
                 startingFrame = UInt32(newValue * internalAudioFile.sampleRate)
                 
-                Swift.print("AKAudioPlayer.startTime = \(newValue), startingFrame: \(startingFrame)")
+                print("AKAudioPlayer.startTime = \(newValue), startingFrame: \(startingFrame)")
                 
                 // now update the buffer
                 updatePCMBuffer()
-                //stop()
                 
                 // remember this value for ease of checking redundant calls later
                 internalStartTime = newValue
             }
-            // RF: I don't think this is a good idea. There are many cases where you don't want it to restart on you without
-            //explicitly meaning to.
-            //            if wasPlaying {
-            //                play()
-            //            }
         }
     }
     

    
    /// Boolean indicating whether or not to loop the playback
    open var looping: Bool = false
    
    
    /// return the current played AKAudioFile
    open var audioFile: AKAudioFile {

        AudioKit.engine.connect(internalPlayer, to: mixer, format: format)
        self.avAudioNode = mixer
        internalPlayer.volume = 1.0
        initialize()
    }
    
