                                           frameCapacity: buffer.frameCapacity)
 
         let length: UInt32 = buffer.frameLength
-        AKLog("fadeBuffer() inTime: \(inTime) outTime: \(outTime)")
+        // AKLog("fadeBuffer() inTime: \(inTime) outTime: \(outTime)")
 
         // initial starting point for the gain, if there is a fade in, start it at .01 otherwise at 1
         var gain: Double = inTime > 0 ? 0.01 : 1

        }

        if isFaded {
            let inTime = fade.inTime //- fade.inTimeOffset
            fadeBuffer(inTime: inTime, outTime: fade.outTime)
            fade.needsUpdate = false
        }

        }

        let updateNeeded = (force ||
            buffer == nil ||
            startFrame != startingFrame ||
            endFrame != endingFrame
            || loop.needsUpdate
            || fade.needsUpdate)

        if !updateNeeded {
            // AKLog("No buffer update needed")
            return
        }

