message: fixing typo, and cancelling events before next one is added
diff: @@ -183,16 +183,16 @@ export class Player extends Source<PlayerOptions> {
  }
  // compute the values in seconds
  - let comptuedOffset = this.toSeconds(offset);
  + let computedOffset = this.toSeconds(offset);
  // if it's synced, it should factor in the playback rate for computing the offset
  if (this._synced) {
  - comptuedOffset *= this._playbackRate;
  + computedOffset *= this._playbackRate;
  }
  // compute the duration which is either the passed in duration of the buffer.duration - offset
  const origDuration = duration;
  - duration = defaultArg(duration, Math.max(this._buffer.duration - comptuedOffset, 0));
  + duration = defaultArg(duration, Math.max(this._buffer.duration - computedOffset, 0));
  let computedDuration = this.toSeconds(duration);
  // scale it by the playback rate
  @@ -216,6 +216,8 @@ export class Player extends Source<PlayerOptions> {
  // set the looping properties
  if (!this._loop && !this._synced) {
  + // cancel the previous stop
  + this._state.cancel(startTime + computedDuration);
  // if it's not looping, set the state change at the end of the sample
  this._state.setStateAtTime("stopped", startTime + computedDuration, {
  implicitEnd: true,
  @@ -227,10 +229,10 @@ export class Player extends Source<PlayerOptions> {
  // start it
  if (this._loop && isUndef(origDuration)) {
  - source.start(startTime, comptuedOffset);
  + source.start(startTime, computedOffset);
  } else {
  // subtract the fade out time
  - source.start(startTime, comptuedOffset, computedDuration - this.toSeconds(this.fadeOut));
  + source.start(startTime, computedOffset, computedDuration - this.toSeconds(this.fadeOut));
  }
  }
  @@ -274,11 +276,11 @@ export class Player extends Source<PlayerOptions> {
  seek(offset: Time, when?: Time): this {
  const computedTime = this.toSeconds(when);
  if (this._state.getValueAtTime(computedTime) === "started") {
  - const comptuedOffset = this.toSeconds(offset);
  + const computedOffset = this.toSeconds(offset);
  // if it's currently playing, stop it
  this._stop(computedTime);
  // restart it at the given time
  - this._start(computedTime, comptuedOffset);
  + this._start(computedTime, computedOffset);
  }
  return this;
  }
  