text: /**
  * @author       Richard Davey <rich@photonstorm.com>
  * @copyright    2016 Photon Storm Ltd.
  * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
  */
  
  /**
  * The Sound class constructor.
  *
  * @class Phaser.Sound
  * @constructor
  * @param {Phaser.Game} game - Reference to the current game instance.
  * @param {string} key - Asset key for the sound.
  * @param {number} [volume=1] - Default value for the volume, between 0 and 1.
  * @param {boolean} [loop=false] - Whether or not the sound will loop.
  */
  Phaser.Sound = function (game, key, volume, loop, connect) {
  
      if (volume === undefined) { volume = 1; }
      if (loop === undefined) { loop = false; }
      if (connect === undefined) { connect = game.sound.connectToMaster; }
  
      /**
      * A reference to the currently running Game.
      * @property {Phaser.Game} game
      */
      this.game = game;
  
      /**
      * @property {string} name - Name of the sound.
      */
      this.name = key;
  
      /**
      * @property {string} key - Asset key for the sound.
      */
      this.key = key;
  
      /**
      * @property {boolean} loop - Whether or not the sound or current sound marker will loop.
      */
      this.loop = loop;
  
      /**
      * @property {object} markers - The sound markers.
      */
      this.markers = {};
  
      /**
      * @property {AudioContext} context - Reference to the AudioContext instance.
      */
      this.context = null;
  
      /**
      * @property {boolean} autoplay - Boolean indicating whether the sound should start automatically.
      */
      this.autoplay = false;
  
      /**
      * @property {number} totalDuration - The total duration of the sound in seconds.
      */
      this.totalDuration = 0;
  
      /**
      * @property {number} startTime - The time the sound starts at in ms (typically 0 unless starting from a marker).
      * @default
      */
      this.startTime = 0;
  
      /**
      * @property {number} currentTime - The current time of sound playback in ms.
      */
      this.currentTime = 0;
  
      /**
      * @property {number} duration - The duration of the current sound marker in seconds.
      */
      this.duration = 0;
  
      /**
      * @property {number} durationMS - The duration of the current sound marker in ms.
      */
      this.durationMS = 0;
  
      /**
      * @property {number} position - The position of the current sound marker in ms.
      */
      this.position = 0;
  
      /**
      * @property {number} stopTime - The time the sound stopped in ms.
      */
      this.stopTime = 0;
  
      /**
      * @property {boolean} paused - true if the sound is paused, otherwise false.
      * @default
      */
      this.paused = false;
  
      /**
      * @property {number} pausedPosition - The position the sound had reached when it was paused in ms.
      */
      this.pausedPosition = 0;
  
      /**
      * @property {number} pausedTime - The game time (ms) at which the sound was paused.
      */
      this.pausedTime = 0;
  
      /**
      * @property {boolean} isPlaying - true if the sound is currently playing, otherwise false.
      * @default
      */
      this.isPlaying = false;
  
      /**
      * @property {string} currentMarker - The string ID of the currently playing marker, if any.
      * @default
      */
      this.currentMarker = '';
  
      /**
      * @property {Phaser.Tween} fadeTween - The tween that fades the audio, set via Sound.fadeIn and Sound.fadeOut.
      */
      this.fadeTween = null;
  
      /**
      * @property {boolean} pendingPlayback - true if the sound file is pending playback
      * @readonly
      */
      this.pendingPlayback = false;
  
      /**
      * @property {boolean} override - if true when you play this sound it will always start from the beginning.
      * @default
      */
      this.override = false;
  
      /**
      * @property {boolean} allowMultiple - This will allow you to have multiple instances of this Sound playing at once. This is only useful when running under Web Audio, and we recommend you implement a local pooling system to not flood the sound channels.
      * @default
      */
      this.allowMultiple = false;
  
      /**
      * @property {boolean} usingWebAudio - true if this sound is being played with Web Audio.
      * @readonly
      */
      this.usingWebAudio = this.game.sound.usingWebAudio;
  
      /**
      * @property {boolean} usingAudioTag - true if the sound is being played via the Audio tag.
      */
      this.usingAudioTag = this.game.sound.usingAudioTag;
  
      /**
      * @property {object} externalNode - If defined this Sound won't connect to the SoundManager master gain node, but will instead connect to externalNode.
      */
      this.externalNode = null;
  
      /**
      * @property {object} masterGainNode - The master gain node in a Web Audio system.
      */
      this.masterGainNode = null;
  
      /**
      * @property {object} gainNode - The gain node in a Web Audio system.
      */
      this.gainNode = null;
  
      /**
      * @property {object} _sound - Internal var.
      * @private
      */
      this._sound = null;
  
  	/**
      * @property {object} _globalVolume - Internal var for keeping track of global volume when using AudioTag
      * @private
      */
  	this._globalVolume = 1;
  
      /**
      * @property {boolean} _markedToDelete - When audio stops, disconnect Web Audio nodes.
      * @private
      */
      this._markedToDelete = false;
  
      /**
      * @property {boolean} _removeFromSoundManager - When audio stops, remove it from the Sound Manager and destroy it.
      * @private
      */
      this._removeFromSoundManager = false;
  
  
  
      if (this.usingWebAudio)
      {
          this.context = this.game.sound.context;
          this.masterGainNode = this.game.sound.masterGain;
  
          if (this.context.createGain === undefined)
          {
              this.gainNode = this.context.createGainNode();
          }
          else
          {
              this.gainNode = this.context.createGain();
          }
  
          this.gainNode.gain.value = volume * this.game.sound.volume;
  
          if (connect)
          {
              this.gainNode.connect(this.masterGainNode);
          }
      }
      else if (this.usingAudioTag)
      {
          if (this.game.cache.getSound(key) && this.game.cache.isSoundReady(key))
          {
              this._sound = this.game.cache.getSoundData(key);
              this.totalDuration = 0;
  
              if (this._sound.duration)
              {
                  this.totalDuration = this._sound.duration;
              }
          }
          else
          {
              this.game.cache.onSoundUnlock.add(this.soundHasUnlocked, this);
          }
      }
  
      /**
      * @property {Phaser.Signal} onDecoded - The onDecoded event is dispatched when the sound has finished decoding (typically for mp3 files)
      */
      this.onDecoded = new Phaser.Signal();
  
      /**
      * @property {Phaser.Signal} onPlay - The onPlay event is dispatched each time this sound is played.
      */
      this.onPlay = new Phaser.Signal();
  
      /**
      * @property {Phaser.Signal} onPause - The onPause event is dispatched when this sound is paused.
      */
      this.onPause = new Phaser.Signal();
  
      /**
      * @property {Phaser.Signal} onResume - The onResume event is dispatched when this sound is resumed from a paused state.
      */
      this.onResume = new Phaser.Signal();
  
      /**
      * @property {Phaser.Signal} onLoop - The onLoop event is dispatched when this sound loops during playback.
      */
      this.onLoop = new Phaser.Signal();
  
      /**
      * @property {Phaser.Signal} onStop - The onStop event is dispatched when this sound stops playback.
      */
      this.onStop = new Phaser.Signal();
  
      /**
      * @property {Phaser.Signal} onMute - The onMute event is dispatched when this sound is muted.
      */
      this.onMute = new Phaser.Signal();
  
      /**
      * @property {Phaser.Signal} onMarkerComplete - The onMarkerComplete event is dispatched when a marker within this sound completes playback.
      */
      this.onMarkerComplete = new Phaser.Signal();
  
      /**
      * @property {Phaser.Signal} onFadeComplete - The onFadeComplete event is dispatched when this sound finishes fading either in or out.
      */
      this.onFadeComplete = new Phaser.Signal();
  
      /**
      * @property {number} _volume - The global audio volume. A value between 0 (silence) and 1 (full volume).
      * @private
      */
      this._volume = volume;
  
      /**
      * @property {any} _buffer - Decoded data buffer / Audio tag.
      * @private
      */
      this._buffer = null;
  
      /**
      * @property {boolean} _muted - Boolean indicating whether the sound is muted or not.
      * @private
      */
      this._muted = false;
  
      /**
      * @property {number} _tempMarker - Internal marker var.
      * @private
      */
      this._tempMarker = 0;
  
      /**
      * @property {number} _tempPosition - Internal marker var.
      * @private
      */
      this._tempPosition = 0;
  
      /**
      * @property {number} _tempVolume - Internal marker var.
      * @private
      */
      this._tempVolume = 0;
  
      /**
      * @property {number} _tempPause - Internal marker var.
      * @private
      */
      this._tempPause = 0;
  
      /**
      * @property {number} _muteVolume - Internal cache var.
      * @private
      */
      this._muteVolume = 0;
  
      /**
      * @property {boolean} _tempLoop - Internal cache var.
      * @private
      */
      this._tempLoop = 0;
  
      /**
      * @property {boolean} _paused - Was this sound paused via code or a game event?
      * @private
      */
      this._paused = false;
  
      /**
      * @property {boolean} _onDecodedEventDispatched - Was the onDecoded event dispatched?
      * @private
      */
      this._onDecodedEventDispatched = false;
  
  };
  
  Phaser.Sound.prototype = {
  
      /**
      * Called automatically when this sound is unlocked.
      * @method Phaser.Sound#soundHasUnlocked
      * @param {string} key - The Phaser.Cache key of the sound file to check for decoding.
      * @protected
      */
      soundHasUnlocked: function (key) {
  
          if (key === this.key)
          {
              this._sound = this.game.cache.getSoundData(this.key);
              this.totalDuration = this._sound.duration;
          }
  
      },
  
      /**
      * Adds a marker into the current Sound. A marker is represented by a unique key and a start time and duration.
      * This allows you to bundle multiple sounds together into a single audio file and use markers to jump between them for playback.
      *
      * @method Phaser.Sound#addMarker
      * @param {string} name - A unique name for this marker, i.e. 'explosion', 'gunshot', etc.
      * @param {number} start - The start point of this marker in the audio file, given in seconds. 2.5 = 2500ms, 0.5 = 500ms, etc.
      * @param {number} [duration=1] - The duration of the marker in seconds. 2.5 = 2500ms, 0.5 = 500ms, etc.
      * @param {number} [volume=1] - The volume the sound will play back at, between 0 (silent) and 1 (full volume).
      * @param {boolean} [loop=false] - Sets if the sound will loop or not.
      */
      addMarker: function (name, start, duration, volume, loop) {
  
          if (duration === undefined || duration === null) { duration = 1; }
          if (volume === undefined || volume === null) { volume = 1; }
          if (loop === undefined) { loop = false; }
  
          this.markers[name] = {
              name: name,
              start: start,
              stop: start + duration,
              volume: volume,
              duration: duration,
              durationMS: duration * 1000,
              loop: loop
          };
  
      },
  
      /**
      * Removes a marker from the sound.
      * @method Phaser.Sound#removeMarker
      * @param {string} name - The key of the marker to remove.
      */
      removeMarker: function (name) {
  
          delete this.markers[name];
  
      },
  
      /**
      * Called automatically by the AudioContext when the sound stops playing.
      * Doesn't get called if the sound is set to loop or is a section of an Audio Sprite.
      *
      * @method Phaser.Sound#onEndedHandler
      * @protected
      */
      onEndedHandler: function () {
  
          this._sound.onended = null;
          this.isPlaying = false;
          this.currentTime = this.durationMS;
          this.stop();
  
          if (this._markedToDelete)
          {
              if (this.externalNode)
              {
                  this._sound.disconnect(this.externalNode);
              }
              else if (this.gainNode)
              {
                  this._sound.disconnect(this.gainNode);
              }
  
              if (this._removeFromSoundManager)
              {
                  this.game.sound.remove(this);
              }
              else
              {
                  this.markers = {};
                  this.context = null;
                  this._buffer = null;
                  this.externalNode = null;
  
                  this.onDecoded.dispose();
                  this.onPlay.dispose();
                  this.onPause.dispose();
                  this.onResume.dispose();
                  this.onLoop.dispose();
                  this.onStop.dispose();
                  this.onMute.dispose();
                  this.onMarkerComplete.dispose();
              }
          }
      },
  
      /**
      * Called automatically by Phaser.SoundManager.
      * @method Phaser.Sound#update
      * @protected
      */
      update: function () {
  
          if (!this.game.cache.checkSoundKey(this.key))
          {
              this.destroy();
              return;
          }
  
          if (this.isDecoded && !this._onDecodedEventDispatched)
          {
              this.onDecoded.dispatch(this);
              this._onDecodedEventDispatched = true;
          }
  
          if (this.pendingPlayback && this.game.cache.isSoundReady(this.key))
          {
              this.pendingPlayback = false;
              this.play(this._tempMarker, this._tempPosition, this._tempVolume, this._tempLoop);
          }
  
          if (this.isPlaying)
          {
              this.currentTime = this.game.time.time - this.startTime;
  
              if (this.currentTime >= this.durationMS)
              {
                  if (this.usingWebAudio)
                  {
                      if (this.loop)
                      {
                          //  won't work with markers, needs to reset the position
                          this.onLoop.dispatch(this);
  
                          //  Gets reset by the play function
                          this.isPlaying = false;
  
                          if (this.currentMarker === '')
                          {
                              this.currentTime = 0;
                              this.startTime = this.game.time.time;
                              this.isPlaying = true; // play not called again in this case
                          }
                          else
                          {
                              this.onMarkerComplete.dispatch(this.currentMarker, this);
                              this.play(this.currentMarker, 0, this.volume, true, true);
                          }
                      }
                      else
                      {
                          //  Stop if we're using an audio marker, otherwise we let onended handle it
                          if (this.currentMarker !== '')
                          {
                              this.stop();
                          }
                      }
                  }
                  else
                  {
                      if (this.loop)
                      {
                          this.onLoop.dispatch(this);
  
                          if (this.currentMarker === '')
                          {
                              this.currentTime = 0;
                              this.startTime = this.game.time.time;
                          }
  
                          //  Gets reset by the play function
                          this.isPlaying = false;
  
                          this.play(this.currentMarker, 0, this.volume, true, true);
                      }
                      else
                      {
                          this.stop();
                      }
                  }
              }
          }
      },
  
      /**
       * Loops this entire sound. If you need to loop a section of it then use Sound.play and the marker and loop parameters.
       *
       * @method Phaser.Sound#loopFull
       * @param {number} [volume=1] - Volume of the sound you want to play. If none is given it will use the volume given to the Sound when it was created (which defaults to 1 if none was specified).
       * @return {Phaser.Sound} This sound instance.
       */
      loopFull: function (volume) {
  
          return this.play(null, 0, volume, true);
  
      },
  
      /**
      * Play this sound, or a marked section of it.
      *
      * @method Phaser.Sound#play
      * @param {string} [marker=''] - If you want to play a marker then give the key here, otherwise leave blank to play the full sound.
      * @param {number} [position=0] - The starting position to play the sound from - this is ignored if you provide a marker.
      * @param {number} [volume=1] - Volume of the sound you want to play. If none is given it will use the volume given to the Sound when it was created (which defaults to 1 if none was specified).
      * @param {boolean} [loop=false] - Loop when finished playing? If not using a marker / audio sprite the looping will be done via the WebAudio loop property, otherwise it's time based.
      * @param {boolean} [forceRestart=true] - If the sound is already playing you can set forceRestart to restart it from the beginning.
      * @return {Phaser.Sound} This sound instance.
      */
      play: function (marker, position, volume, loop, forceRestart) {
  
          if (marker === undefined || marker === false || marker === null) { marker = ''; }
          if (forceRestart === undefined) { forceRestart = true; }
  
          if (this.isPlaying && !this.allowMultiple && !forceRestart && !this.override)
          {
              //  Use Restart instead
              return this;
          }
  
          if (this._sound && this.isPlaying && !this.allowMultiple && (this.override || forceRestart))
          {
              if (this.usingWebAudio)
              {
                  if (this._sound.stop === undefined)
                  {
                      this._sound.noteOff(0);
                  }
                  else
                  {
                      try {
                          this._sound.stop(0);
                      }
                      catch (e) {
                      }
                  }
  
                  if (this.externalNode)
                  {
                      this._sound.disconnect(this.externalNode);
                  }
                  else if (this.gainNode)
                  {
                      this._sound.disconnect(this.gainNode);
                  }
              }
              else if (this.usingAudioTag)
              {
                  this._sound.pause();
                  this._sound.currentTime = 0;
              }
  
              this.isPlaying = false;
          }
  
          if (marker === '' && Object.keys(this.markers).length > 0)
          {
              //  If they didn't specify a marker but this is an audio sprite,
              //  we should never play the entire thing
              return this;
          }
  
          if (marker !== '')
          {
              if (this.markers[marker])
              {
                  this.currentMarker = marker;
  
                  //  Playing a marker? Then we default to the marker values
                  this.position = this.markers[marker].start;
                  this.volume = this.markers[marker].volume;
                  this.loop = this.markers[marker].loop;
                  this.duration = this.markers[marker].duration;
                  this.durationMS = this.markers[marker].durationMS;
  
                  if (typeof volume !== 'undefined')
                  {
                      this.volume = volume;
                  }
  
                  if (typeof loop !== 'undefined')
                  {
                      this.loop = loop;
                  }
  
                  this._tempMarker = marker;
                  this._tempPosition = this.position;
                  this._tempVolume = this.volume;
                  this._tempLoop = this.loop;
              }
              else
              {
                  console.warn("Phaser.Sound.play: audio marker " + marker + " doesn't exist");
                  return this;
              }
          }
          else
          {
              position = position || 0;
  
              if (volume === undefined) { volume = this._volume; }
              if (loop === undefined) { loop = this.loop; }
  
              this.position = Math.max(0, position);
              this.volume = volume;
              this.loop = loop;
              this.duration = 0;
              this.durationMS = 0;
  
              this._tempMarker = marker;
              this._tempPosition = position;
              this._tempVolume = volume;
              this._tempLoop = loop;
          }
  
          if (this.usingWebAudio)
          {
              //  Does the sound need decoding?
              if (this.game.cache.isSoundDecoded(this.key))
              {
                  this._sound = this.context.createBufferSource();
  
                  if (this.externalNode)
                  {
                      this._sound.connect(this.externalNode);
                  }
                  else
                  {
                      this._sound.connect(this.gainNode);
                  }
  
                  this._buffer = this.game.cache.getSoundData(this.key);
                  this._sound.buffer = this._buffer;
  
                  if (this.loop && marker === '')
                  {
                      this._sound.loop = true;
                  }
  
                  if (!this.loop && marker === '')
                  {
                      this._sound.onended = this.onEndedHandler.bind(this);
                  }
  
                  this.totalDuration = this._sound.buffer.duration;
  
                  if (this.duration === 0)
                  {
                      this.duration = this.totalDuration;
                      this.durationMS = Math.ceil(this.totalDuration * 1000);
                  }
  
                  //  Useful to cache this somewhere perhaps?
                  if (this._sound.start === undefined)
                  {
                      this._sound.noteGrainOn(0, this.position, this.duration);
                  }
                  else
                  {
                      if (this.loop && marker === '')
                      {
                          this._sound.start(0, 0);
                      }
                      else
                      {
                          this._sound.start(0, this.position, this.duration);
                      }
                  }
  
                  this.isPlaying = true;
                  this.startTime = this.game.time.time;
                  this.currentTime = 0;
                  this.stopTime = this.startTime + this.durationMS;
                  this.onPlay.dispatch(this);
              }
              else
              {
                  this.pendingPlayback = true;
  
                  if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).isDecoding === false)
                  {
                      this.game.sound.decode(this.key, this);
                  }
              }
          }
          else
          {
              if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).locked)
              {
                  this.game.cache.reloadSound(this.key);
                  this.pendingPlayback = true;
              }
              else
              {
                  if (this._sound && (this.game.device.cocoonJS || this._sound.readyState === 4))
                  {
                      this._sound.play();
                      //  This doesn't become available until you call play(), wonderful ...
                      this.totalDuration = this._sound.duration;
  
                      if (this.duration === 0)
                      {
                          this.duration = this.totalDuration;
                          this.durationMS = this.totalDuration * 1000;
                      }
  
                      this._sound.currentTime = this.position;
                      this._sound.muted = this._muted;
  
                      if (this._muted || this.game.sound.mute)
                      {
                          this._sound.volume = 0;
                      }
                      else
                      {
                          this._sound.volume = this._volume;
                      }
  
                      this.isPlaying = true;
                      this.startTime = this.game.time.time;
                      this.currentTime = 0;
                      this.stopTime = this.startTime + this.durationMS;
  
                      this.onPlay.dispatch(this);
                  }
                  else
                  {
                      this.pendingPlayback = true;
                  }
              }
          }
  
          return this;
  
      },
  
      /**
      * Restart the sound, or a marked section of it.
      *
      * @method Phaser.Sound#restart
      * @param {string} [marker=''] - If you want to play a marker then give the key here, otherwise leave blank to play the full sound.
      * @param {number} [position=0] - The starting position to play the sound from - this is ignored if you provide a marker.
      * @param {number} [volume=1] - Volume of the sound you want to play.
      * @param {boolean} [loop=false] - Loop when it finished playing?
      */
      restart: function (marker, position, volume, loop) {
  
          marker = marker || '';
          position = position || 0;
          volume = volume || 1;
          if (loop === undefined) { loop = false; }
  
          this.play(marker, position, volume, loop, true);
  
      },
  
      /**
      * Pauses the sound.
      *
      * @method Phaser.Sound#pause
      */
      pause: function () {
  
          if (this.isPlaying && this._sound)
          {
              this.paused = true;
              this.pausedPosition = this.currentTime;
              this.pausedTime = this.game.time.time;
              this._tempPause = this._sound.currentTime;
              this.onPause.dispatch(this);
              this.stop();
          }
  
      },
  
      /**
      * Resumes the sound.
      *
      * @method Phaser.Sound#resume
      */
      resume: function () {
  
          if (this.paused && this._sound)
          {
              if (this.usingWebAudio)
              {
                  var p = Math.max(0, this.position + (this.pausedPosition / 1000));
  
                  this._sound = this.context.createBufferSource();
                  this._sound.buffer = this._buffer;
  
                  if (this.externalNode)
                  {
                      this._sound.connect(this.externalNode);
                  }
                  else
                  {
                      this._sound.connect(this.gainNode);
                  }
  
                  if (this.loop)
                  {
                      this._sound.loop = true;
                  }
  
                  if (!this.loop && this.currentMarker === '')
                  {
                      this._sound.onended = this.onEndedHandler.bind(this);
                  }
  
                  var duration = this.duration - (this.pausedPosition / 1000);
  
                  if (this._sound.start === undefined)
                  {
                      this._sound.noteGrainOn(0, p, duration);
                      //this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it
                  }
                  else
                  {
                      if (this.loop && this.game.device.chrome)
                      {
                          //  Handle chrome bug: https://code.google.com/p/chromium/issues/detail?id=457099
                          if (this.game.device.chromeVersion === 42)
                          {
                              this._sound.start(0);
                          }
                          else
                          {
                              this._sound.start(0, p);
                          }
                      }
                      else
                      {
                          this._sound.start(0, p, duration);
                      }
                  }
              }
              else
              {
                  this._sound.currentTime = this._tempPause;
                  this._sound.play();
              }
  
              this.isPlaying = true;
              this.paused = false;
              this.startTime += (this.game.time.time - this.pausedTime);
              this.onResume.dispatch(this);
          }
  
      },
  
      /**
      * Stop playing this sound.
      *
      * @method Phaser.Sound#stop
      */
      stop: function () {
  
          if (this.isPlaying && this._sound)
          {
              if (this.usingWebAudio)
              {
                  if (this._sound.stop === undefined)
                  {
                      this._sound.noteOff(0);
                  }
                  else
                  {
                      try {
                          this._sound.stop(0);
                      }
                      catch (e)
                      {
                          //  Thanks Android 4.4
                      }
                  }
  
                  if (this.externalNode)
                  {
                      this._sound.disconnect(this.externalNode);
                  }
                  else if (this.gainNode)
                  {
                      this._sound.disconnect(this.gainNode);
                  }
  
              }
              else if (this.usingAudioTag)
              {
                  this._sound.pause();
                  this._sound.currentTime = 0;
              }
          }
  
          this.pendingPlayback = false;
          this.isPlaying = false;
  
          if (!this.paused)
          {
              var prevMarker = this.currentMarker;
  
              if (this.currentMarker !== '')
              {
                  this.onMarkerComplete.dispatch(this.currentMarker, this);
              }
  
              this.currentMarker = '';
  
              if (this.fadeTween !== null)
              {
                  this.fadeTween.stop();
              }
  
              this.onStop.dispatch(this, prevMarker);
          }
  
      },
  
      /**
      * Starts this sound playing (or restarts it if already doing so) and sets the volume to zero.
      * Then increases the volume from 0 to 1 over the duration specified.
      *
      * At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter,
      * and the final volume (1) as the second parameter.
      *
      * @method Phaser.Sound#fadeIn
      * @param {number} [duration=1000] - The time in milliseconds over which the Sound should fade in.
      * @param {boolean} [loop=false] - Should the Sound be set to loop? Note that this doesn't cause the fade to repeat.
      * @param {string} [marker=(current marker)] - The marker to start at; defaults to the current (last played) marker. To start playing from the beginning specify specify a marker of `''`.
      */
      fadeIn: function (duration, loop, marker) {
  
          if (loop === undefined) { loop = false; }
          if (marker === undefined) { marker = this.currentMarker; }
  
          if (this.paused)
          {
              return;
          }
  
          this.play(marker, 0, 0, loop);
  
          this.fadeTo(duration, 1);
  
      },
  
      /**
      * Decreases the volume of this Sound from its current value to 0 over the duration specified.
      * At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter,
      * and the final volume (0) as the second parameter.
      *
      * @method Phaser.Sound#fadeOut
      * @param {number} [duration=1000] - The time in milliseconds over which the Sound should fade out.
      */
      fadeOut: function (duration) {
  
          this.fadeTo(duration, 0);
  
      },
  
      /**
      * Fades the volume of this Sound from its current value to the given volume over the duration specified.
      * At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter,
      * and the final volume (volume) as the second parameter.
      *
      * @method Phaser.Sound#fadeTo
      * @param {number} [duration=1000] - The time in milliseconds during which the Sound should fade out.
      * @param {number} [volume] - The volume which the Sound should fade to. This is a value between 0 and 1.
      */
      fadeTo: function (duration, volume) {
  
          if (!this.isPlaying || this.paused || volume === this.volume)
          {
              return;
          }
  
          if (duration === undefined) { duration = 1000; }
  
          if (volume === undefined)
          {
              console.warn("Phaser.Sound.fadeTo: No Volume Specified.");
              return;
          }
  
          this.fadeTween = this.game.add.tween(this).to( { volume: volume }, duration, Phaser.Easing.Linear.None, true);
  
          this.fadeTween.onComplete.add(this.fadeComplete, this);
  
      },
  
      /**
      * Internal handler for Sound.fadeIn, Sound.fadeOut and Sound.fadeTo.
      *
      * @method Phaser.Sound#fadeComplete
      * @private
      */
      fadeComplete: function () {
  
          this.onFadeComplete.dispatch(this, this.volume);
  
          if (this.volume === 0)
          {
              this.stop();
          }
  
      },
  
      /**
      * Called automatically by SoundManager.volume.
      *
      * Sets the volume of AudioTag Sounds as a percentage of the Global Volume.
      *
      * You should not normally call this directly.
      *
      * @method Phaser.Sound#updateGlobalVolume
      * @protected
      * @param {float} globalVolume - The global SoundManager volume.
      */
      updateGlobalVolume: function (globalVolume) {
  
          //  this._volume is the % of the global volume this sound should be played at
  
          if (this.usingAudioTag && this._sound)
          {
              this._globalVolume = globalVolume;
              this._sound.volume = this._globalVolume * this._volume;
          }
  
      },
  
      /**
      * Destroys this sound and all associated events and removes it from the SoundManager.
      *
      * @method Phaser.Sound#destroy
      * @param {boolean} [remove=true] - If true this Sound is automatically removed from the SoundManager.
      */
      destroy: function (remove) {
  
          if (remove === undefined) { remove = true; }
  
          this._markedToDelete = true;
          this._removeFromSoundManager = remove;
          this.stop();
  
          if (remove)
          {
              this.game.sound.remove(this);
          }
          else
          {
              this.markers = {};
              this.context = null;
              this._buffer = null;
              this.externalNode = null;
  
              this.onDecoded.dispose();
              this.onPlay.dispose();
              this.onPause.dispose();
              this.onResume.dispose();
              this.onLoop.dispose();
              this.onStop.dispose();
              this.onMute.dispose();
              this.onMarkerComplete.dispose();
          }
      }
  
  };
  
  Phaser.Sound.prototype.constructor = Phaser.Sound;
  
  /**
  * @name Phaser.Sound#isDecoding
  * @property {boolean} isDecoding - Returns true if the sound file is still decoding.
  * @readonly
  */
  Object.defineProperty(Phaser.Sound.prototype, "isDecoding", {
  
      get: function () {
          return this.game.cache.getSound(this.key).isDecoding;
      }
  
  });
  
  /**
  * @name Phaser.Sound#isDecoded
  * @property {boolean} isDecoded - Returns true if the sound file has decoded.
  * @readonly
  */
  Object.defineProperty(Phaser.Sound.prototype, "isDecoded", {
  
      get: function () {
          return this.game.cache.isSoundDecoded(this.key);
      }
  
  });
  
  /**
  * @name Phaser.Sound#mute
  * @property {boolean} mute - Gets or sets the muted state of this sound.
  */
  Object.defineProperty(Phaser.Sound.prototype, "mute", {
  
      get: function () {
  
          return (this._muted || this.game.sound.mute);
  
      },
  
      set: function (value) {
  
          value = value || false;
  
          if (value === this._muted)
          {
              return;
          }
  
          if (value)
          {
              this._muted = true;
              this._muteVolume = this._tempVolume;
  
              if (this.usingWebAudio)
              {
                  this.gainNode.gain.value = 0;
              }
              else if (this.usingAudioTag && this._sound)
              {
                  this._sound.volume = 0;
              }
          }
          else
          {
              this._muted = false;
  
              if (this.usingWebAudio)
              {
                  this.gainNode.gain.value = this._muteVolume;
              }
              else if (this.usingAudioTag && this._sound)
              {
                  this._sound.volume = this._muteVolume;
              }
          }
  
          this.onMute.dispatch(this);
  
      }
  
  });
  
  /**
  * @name Phaser.Sound#volume
  * @property {number} volume - Gets or sets the volume of this sound, a value between 0 and 1. The value given is clamped to the range 0 to 1.
  */
  Object.defineProperty(Phaser.Sound.prototype, "volume", {
  
      get: function () {
          return this._volume;
      },
  
      set: function (value) {
  
          //  Causes an Index size error if you don't clamp the value
          if (this.usingAudioTag)
          {
              value = this.game.math.clamp(value, 0, 1);
          }
  
          if (this._muted)
          {
              this._muteVolume = value;
              return;
          }
  
          this._tempVolume = value;
          this._volume = value;
  
          if (this.usingWebAudio)
          {
              this.gainNode.gain.value = value;
          }
          else if (this.usingAudioTag && this._sound)
          {
              this._sound.volume = this._globalVolume * value;
          }
      }
  
  });
  