         }
         internalPlayer.play()
         // get the initialFrameCount for currentTime as it's relative to the audio engine's time.
-        if (initialFrameCount == -1){
+        if initialFrameCount == -1 {
             if let t = internalPlayer.lastRenderTime {
                 initialFrameCount = t.sampleTime
             }

        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 )

        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
