                 options: options,
                 completionHandler: nil)
         }
+        
         internalPlayer.play()
         // get the initialFrameCount for currentTime as it's relative to the audio engine's time.
         if initialFrameCount == -1 {

    }
    
    /// Replace the current audio file with a new audio file
    public func replaceFile( newFile : String )
    {
        internalFile = newFile
        reloadFile()
    }

                volume = 0
            }
            internalPlayer.volume = Float(volume)
        }
    }
    
    /// Time within the audio file at the current time
    public var playhead: Double {
        if looping {
            return currentTime % duration
        } else {
            if currentTime > duration {
                return duration
            } else {
                return currentTime
            }
        }
    }
    
