     
     private var audioFileBuffer: AVAudioPCMBuffer
     private var internalPlayer: AVAudioPlayerNode
+    private var audioFile: AVAudioFile
     
     private var internalFile: String
     private var sampleRate: Double = 1.0

            if looping {
                options = .Loops
            }
            internalPlayer.scheduleBuffer(audioFileBuffer, atTime: nil, options: options, completionHandler: nil)
        }
        internalPlayer.play()
        // get the initialFrameCount for currentTime as it's relative to the audio engine's time.

        let audioFile = try! AVAudioFile(forReading: url)
        let audioFormat = audioFile.processingFormat
        let audioFrameCount = UInt32(audioFile.length)
        audioFileBuffer = AVAudioPCMBuffer(PCMFormat: audioFormat,
                                           frameCapacity: audioFrameCount)
        try! audioFile.readIntoBuffer(audioFileBuffer)
    }
    
