         }
         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
             }

    private var internalPlayer: AVAudioPlayerNode
    
    private var internalFile: String
    private var sampleRate : Double = 1.0
    private var totalFrameCount : Int64
    private var initialFrameCount : Int64 = -1
    
    /// Boolean indicating whether or not to loop the playback
    public var looping = false

        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
