text: /*!
   *  howler.js v2.2.1
   *  howlerjs.com
   *
   *  (c) 2013-2020, James Simpson of GoldFire Studios
   *  goldfirestudios.com
   *
   *  MIT License
   */
  
  (function() {
  
      'use strict';
  
      /** Global Methods **/
      /***************************************************************************/
  
      /**
       * Create the global controller. All contained methods and properties apply
       * to all sounds that are currently playing or will be in the future.
       */
      var HowlerGlobal = function() {
          this.init();
      };
      HowlerGlobal.prototype = {
          /**
           * Initialize the global Howler object.
           * @return {Howler}
           */
          init: function() {
              var self = this || Howler;
  
              // Create a global ID counter.
              self._counter = 1000;
  
              // Pool of unlocked HTML5 Audio objects.
              self._html5AudioPool = [];
              self.html5PoolSize = 10;
  
              // Internal properties.
              self._codecs = {};
              self._howls = [];
              self._muted = false;
              self._volume = 1;
              self._canPlayEvent = 'canplaythrough';
              self._navigator = (typeof window !== 'undefined' && window.navigator) ? window.navigator : null;
  
              // Public properties.
              self.masterGain = null;
              self.noAudio = false;
              self.usingWebAudio = true;
              self.autoSuspend = true;
              self.ctx = null;
  
              // Set to false to disable the auto audio unlocker.
              self.autoUnlock = true;
  
              // Setup the various state values for global tracking.
              self._setup();
  
              return self;
          },
  
          /**
           * Get/set the global volume for all sounds.
           * @param  {Float} vol Volume from 0.0 to 1.0.
           * @return {Howler/Float}     Returns self or current volume.
           */
          volume: function(vol) {
              var self = this || Howler;
              vol = parseFloat(vol);
  
              // If we don't have an AudioContext created yet, run the setup.
              if (!self.ctx) {
                  setupAudioContext();
              }
  
              if (typeof vol !== 'undefined' && vol >= 0 && vol <= 1) {
                  self._volume = vol;
  
                  // Don't update any of the nodes if we are muted.
                  if (self._muted) {
                      return self;
                  }
  
                  // When using Web Audio, we just need to adjust the master gain.
                  if (self.usingWebAudio) {
                      self.masterGain.gain.setValueAtTime(vol, Howler.ctx.currentTime);
                  }
  
                  // Loop through and change volume for all HTML5 audio nodes.
                  for (var i=0; i<self._howls.length; i++) {
                      if (!self._howls[i]._webAudio) {
                          // Get all of the sounds in this Howl group.
                          var ids = self._howls[i]._getSoundIds();
  
                          // Loop through all sounds and change the volumes.
                          for (var j=0; j<ids.length; j++) {
                              var sound = self._howls[i]._soundById(ids[j]);
  
                              if (sound && sound._node) {
                                  sound._node.volume = sound._volume * vol;
                              }
                          }
                      }
                  }
  
                  return self;
              }
  
              return self._volume;
          },
  
          /**
           * Handle muting and unmuting globally.
           * @param  {Boolean} muted Is muted or not.
           */
          mute: function(muted) {
              var self = this || Howler;
  
              // If we don't have an AudioContext created yet, run the setup.
              if (!self.ctx) {
                  setupAudioContext();
              }
  
              self._muted = muted;
  
              // With Web Audio, we just need to mute the master gain.
              if (self.usingWebAudio) {
                  self.masterGain.gain.setValueAtTime(muted ? 0 : self._volume, Howler.ctx.currentTime);
              }
  
              // Loop through and mute all HTML5 Audio nodes.
              for (var i=0; i<self._howls.length; i++) {
                  if (!self._howls[i]._webAudio) {
                      // Get all of the sounds in this Howl group.
                      var ids = self._howls[i]._getSoundIds();
  
                      // Loop through all sounds and mark the audio node as muted.
                      for (var j=0; j<ids.length; j++) {
                          var sound = self._howls[i]._soundById(ids[j]);
  
                          if (sound && sound._node) {
                              sound._node.muted = (muted) ? true : sound._muted;
                          }
                      }
                  }
              }
  
              return self;
          },
  
          /**
           * Handle stopping all sounds globally.
           */
          stop: function() {
              var self = this || Howler;
  
              // Loop through all Howls and stop them.
              for (var i=0; i<self._howls.length; i++) {
                  self._howls[i].stop();
              }
  
              return self;
          },
  
          /**
           * Unload and destroy all currently loaded Howl objects.
           * @return {Howler}
           */
          unload: function() {
              var self = this || Howler;
  
              for (var i=self._howls.length-1; i>=0; i--) {
                  self._howls[i].unload();
              }
  
              // Create a new AudioContext to make sure it is fully reset.
              if (self.usingWebAudio && self.ctx && typeof self.ctx.close !== 'undefined') {
                  self.ctx.close();
                  self.ctx = null;
                  setupAudioContext();
              }
  
              return self;
          },
  
          /**
           * Check for codec support of specific extension.
           * @param  {String} ext Audio file extention.
           * @return {Boolean}
           */
          codecs: function(ext) {
              return (this || Howler)._codecs[ext.replace(/^x-/, '')];
          },
  
          /**
           * Setup various state values for global tracking.
           * @return {Howler}
           */
          _setup: function() {
              var self = this || Howler;
  
              // Keeps track of the suspend/resume state of the AudioContext.
              self.state = self.ctx ? self.ctx.state || 'suspended' : 'suspended';
  
              // Automatically begin the 30-second suspend process
              self._autoSuspend();
  
              // Check if audio is available.
              if (!self.usingWebAudio) {
                  // No audio is available on this system if noAudio is set to true.
                  if (typeof Audio !== 'undefined') {
                      try {
                          var test = new Audio();
  
                          // Check if the canplaythrough event is available.
                          if (typeof test.oncanplaythrough === 'undefined') {
                              self._canPlayEvent = 'canplay';
                          }
                      } catch(e) {
                          self.noAudio = true;
                      }
                  } else {
                      self.noAudio = true;
                  }
              }
  
              // Test to make sure audio isn't disabled in Internet Explorer.
              try {
                  var test = new Audio();
                  if (test.muted) {
                      self.noAudio = true;
                  }
              } catch (e) {}
  
              // Check for supported codecs.
              if (!self.noAudio) {
                  self._setupCodecs();
              }
  
              return self;
          },
  
          /**
           * Check for browser support for various codecs and cache the results.
           * @return {Howler}
           */
          _setupCodecs: function() {
              var self = this || Howler;
              var audioTest = null;
  
              // Must wrap in a try/catch because IE11 in server mode throws an error.
              try {
                  audioTest = (typeof Audio !== 'undefined') ? new Audio() : null;
              } catch (err) {
                  return self;
              }
  
              if (!audioTest || typeof audioTest.canPlayType !== 'function') {
                  return self;
              }
  
              var mpegTest = audioTest.canPlayType('audio/mpeg;').replace(/^no$/, '');
  
              // Opera version <33 has mixed MP3 support, so we need to check for and block it.
              var checkOpera = self._navigator && self._navigator.userAgent.match(/OPR\/([0-6].)/g);
              var isOldOpera = (checkOpera && parseInt(checkOpera[0].split('/')[1], 10) < 33);
  
              self._codecs = {
                  mp3: !!(!isOldOpera && (mpegTest || audioTest.canPlayType('audio/mp3;').replace(/^no$/, ''))),
                  mpeg: !!mpegTest,
                  opus: !!audioTest.canPlayType('audio/ogg; codecs="opus"').replace(/^no$/, ''),
                  ogg: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''),
                  oga: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''),
                  wav: !!(audioTest.canPlayType('audio/wav; codecs="1"') || audioTest.canPlayType('audio/wav')).replace(/^no$/, ''),
                  aac: !!audioTest.canPlayType('audio/aac;').replace(/^no$/, ''),
                  caf: !!audioTest.canPlayType('audio/x-caf;').replace(/^no$/, ''),
                  m4a: !!(audioTest.canPlayType('audio/x-m4a;') || audioTest.canPlayType('audio/m4a;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''),
                  m4b: !!(audioTest.canPlayType('audio/x-m4b;') || audioTest.canPlayType('audio/m4b;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''),
                  mp4: !!(audioTest.canPlayType('audio/x-mp4;') || audioTest.canPlayType('audio/mp4;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''),
                  weba: !!audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, ''),
                  webm: !!audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, ''),
                  dolby: !!audioTest.canPlayType('audio/mp4; codecs="ec-3"').replace(/^no$/, ''),
                  flac: !!(audioTest.canPlayType('audio/x-flac;') || audioTest.canPlayType('audio/flac;')).replace(/^no$/, '')
              };
  
              return self;
          },
  
          /**
           * Some browsers/devices will only allow audio to be played after a user interaction.
           * Attempt to automatically unlock audio on the first user interaction.
           * Concept from: http://paulbakaus.com/tutorials/html5/web-audio-on-ios/
           * @return {Howler}
           */
          _unlockAudio: function() {
              var self = this || Howler;
  
              // Only run this if Web Audio is supported and it hasn't already been unlocked.
              if (self._audioUnlocked || !self.ctx) {
                  return;
              }
  
              self._audioUnlocked = false;
              self.autoUnlock = false;
  
              // Some mobile devices/platforms have distortion issues when opening/closing tabs and/or web views.
              // Bugs in the browser (especially Mobile Safari) can cause the sampleRate to change from 44100 to 48000.
              // By calling Howler.unload(), we create a new AudioContext with the correct sampleRate.
              if (!self._mobileUnloaded && self.ctx.sampleRate !== 44100) {
                  self._mobileUnloaded = true;
                  self.unload();
              }
  
              // Scratch buffer for enabling iOS to dispose of web audio buffers correctly, as per:
              // http://stackoverflow.com/questions/24119684
              self._scratchBuffer = self.ctx.createBuffer(1, 1, 22050);
  
              // Call this method on touch start to create and play a buffer,
              // then check if the audio actually played to determine if
              // audio has now been unlocked on iOS, Android, etc.
              var unlock = function(e) {
                  // Create a pool of unlocked HTML5 Audio objects that can
                  // be used for playing sounds without user interaction. HTML5
                  // Audio objects must be individually unlocked, as opposed
                  // to the WebAudio API which only needs a single activation.
                  // This must occur before WebAudio setup or the source.onended
                  // event will not fire.
                  while (self._html5AudioPool.length < self.html5PoolSize) {
                      try {
                          var audioNode = new Audio();
  
                          // Mark this Audio object as unlocked to ensure it can get returned
                          // to the unlocked pool when released.
                          audioNode._unlocked = true;
  
                          // Add the audio node to the pool.
                          self._releaseHtml5Audio(audioNode);
                      } catch (e) {
                          self.noAudio = true;
                          break;
                      }
                  }
  
                  // Loop through any assigned audio nodes and unlock them.
                  for (var i=0; i<self._howls.length; i++) {
                      if (!self._howls[i]._webAudio) {
                          // Get all of the sounds in this Howl group.
                          var ids = self._howls[i]._getSoundIds();
  
                          // Loop through all sounds and unlock the audio nodes.
                          for (var j=0; j<ids.length; j++) {
                              var sound = self._howls[i]._soundById(ids[j]);
  
                              if (sound && sound._node && !sound._node._unlocked) {
                                  sound._node._unlocked = true;
                                  sound._node.load();
                              }
                          }
                      }
                  }
  
                  // Fix Android can not play in suspend state.
                  self._autoResume();
  
                  // Create an empty buffer.
                  var source = self.ctx.createBufferSource();
                  source.buffer = self._scratchBuffer;
                  source.connect(self.ctx.destination);
  
                  // Play the empty buffer.
                  if (typeof source.start === 'undefined') {
                      source.noteOn(0);
                  } else {
                      source.start(0);
                  }
  
                  // Calling resume() on a stack initiated by user gesture is what actually unlocks the audio on Android Chrome >= 55.
                  if (typeof self.ctx.resume === 'function') {
                      self.ctx.resume();
                  }
  
                  // Setup a timeout to check that we are unlocked on the next event loop.
                  source.onended = function() {
                      source.disconnect(0);
  
                      // Update the unlocked state and prevent this check from happening again.
                      self._audioUnlocked = true;
  
                      // Remove the touch start listener.
                      document.removeEventListener('touchstart', unlock, true);
                      document.removeEventListener('touchend', unlock, true);
                      document.removeEventListener('click', unlock, true);
  
                      // Let all sounds know that audio has been unlocked.
                      for (var i=0; i<self._howls.length; i++) {
                          self._howls[i]._emit('unlock');
                      }
                  };
              };
  
              // Setup a touch start listener to attempt an unlock in.
              document.addEventListener('touchstart', unlock, true);
              document.addEventListener('touchend', unlock, true);
              document.addEventListener('click', unlock, true);
  
              return self;
          },
  
          /**
           * Get an unlocked HTML5 Audio object from the pool. If none are left,
           * return a new Audio object and throw a warning.
           * @return {Audio} HTML5 Audio object.
           */
          _obtainHtml5Audio: function() {
              var self = this || Howler;
  
              // Return the next object from the pool if one exists.
              if (self._html5AudioPool.length) {
                  return self._html5AudioPool.pop();
              }
  
              //.Check if the audio is locked and throw a warning.
              var testPlay = new Audio().play();
              if (testPlay && typeof Promise !== 'undefined' && (testPlay instanceof Promise || typeof testPlay.then === 'function')) {
                  testPlay.catch(function() {
                      console.warn('HTML5 Audio pool exhausted, returning potentially locked audio object.');
                  });
              }
  
              return new Audio();
          },
  
          /**
           * Return an activated HTML5 Audio object to the pool.
           * @return {Howler}
           */
          _releaseHtml5Audio: function(audio) {
              var self = this || Howler;
  
              // Don't add audio to the pool if we don't know if it has been unlocked.
              if (audio._unlocked) {
                  self._html5AudioPool.push(audio);
              }
  
              return self;
          },
  
          /**
           * Automatically suspend the Web Audio AudioContext after no sound has played for 30 seconds.
           * This saves processing/energy and fixes various browser-specific bugs with audio getting stuck.
           * @return {Howler}
           */
          _autoSuspend: function() {
              var self = this;
  
              if (!self.autoSuspend || !self.ctx || typeof self.ctx.suspend === 'undefined' || !Howler.usingWebAudio) {
                  return;
              }
  
              // Check if any sounds are playing.
              for (var i=0; i<self._howls.length; i++) {
                  if (self._howls[i]._webAudio) {
                      for (var j=0; j<self._howls[i]._sounds.length; j++) {
                          if (!self._howls[i]._sounds[j]._paused) {
                              return self;
                          }
                      }
                  }
              }
  
              if (self._suspendTimer) {
                  clearTimeout(self._suspendTimer);
              }
  
              // If no sound has played after 30 seconds, suspend the context.
              self._suspendTimer = setTimeout(function() {
                  if (!self.autoSuspend) {
                      return;
                  }
  
                  self._suspendTimer = null;
                  self.state = 'suspending';
  
                  // Handle updating the state of the audio context after suspending.
                  var handleSuspension = function() {
                      self.state = 'suspended';
  
                      if (self._resumeAfterSuspend) {
                          delete self._resumeAfterSuspend;
                          self._autoResume();
                      }
                  };
  
                  // Either the state gets suspended or it is interrupted.
                  // Either way, we need to update the state to suspended.
                  self.ctx.suspend().then(handleSuspension, handleSuspension);
              }, 30000);
  
              return self;
          },
  
          /**
           * Automatically resume the Web Audio AudioContext when a new sound is played.
           * @return {Howler}
           */
          _autoResume: function() {
              var self = this;
  
              if (!self.ctx || typeof self.ctx.resume === 'undefined' || !Howler.usingWebAudio) {
                  return;
              }
  
              if (self.state === 'running' && self.ctx.state !== 'interrupted' && self._suspendTimer) {
                  clearTimeout(self._suspendTimer);
                  self._suspendTimer = null;
              } else if (self.state === 'suspended' || self.state === 'running' && self.ctx.state === 'interrupted') {
                  self.ctx.resume().then(function() {
                      self.state = 'running';
  
                      // Emit to all Howls that the audio has resumed.
                      for (var i=0; i<self._howls.length; i++) {
                          self._howls[i]._emit('resume');
                      }
                  });
  
                  if (self._suspendTimer) {
                      clearTimeout(self._suspendTimer);
                      self._suspendTimer = null;
                  }
              } else if (self.state === 'suspending') {
                  self._resumeAfterSuspend = true;
              }
  
              return self;
          }
      };
  
      // Setup the global audio controller.
      var Howler = new HowlerGlobal();
  
      /** Group Methods **/
      /***************************************************************************/
  
      /**
       * Create an audio group controller.
       * @param {Object} o Passed in properties for this group.
       */
      var Howl = function(o) {
          var self = this;
  
          // Throw an error if no source is provided.
          if (!o.src || o.src.length === 0) {
              console.error('An array of source files must be passed with any new Howl.');
              return;
          }
  
          self.init(o);
      };
      Howl.prototype = {
          /**
           * Initialize a new Howl group object.
           * @param  {Object} o Passed in properties for this group.
           * @return {Howl}
           */
          init: function(o) {
              var self = this;
  
              // If we don't have an AudioContext created yet, run the setup.
              if (!Howler.ctx) {
                  setupAudioContext();
              }
  
              // Setup user-defined default properties.
              self._autoplay = o.autoplay || false;
              self._format = (typeof o.format !== 'string') ? o.format : [o.format];
              self._html5 = o.html5 || false;
              self._muted = o.mute || false;
              self._loop = o.loop || false;
              self._pool = o.pool || 5;
              self._preload = (typeof o.preload === 'boolean' || o.preload === 'metadata') ? o.preload : true;
              self._rate = o.rate || 1;
              self._sprite = o.sprite || {};
              self._src = (typeof o.src !== 'string') ? o.src : [o.src];
              self._volume = o.volume !== undefined ? o.volume : 1;
              self._xhr = {
                  method: o.xhr && o.xhr.method ? o.xhr.method : 'GET',
                  headers: o.xhr && o.xhr.headers ? o.xhr.headers : null,
                  withCredentials: o.xhr && o.xhr.withCredentials ? o.xhr.withCredentials : false,
              };
  
              // Setup all other default properties.
              self._duration = 0;
              self._state = 'unloaded';
              self._sounds = [];
              self._endTimers = {};
              self._queue = [];
              self._playLock = false;
  
              // Setup event listeners.
              self._onend = o.onend ? [{fn: o.onend}] : [];
              self._onfade = o.onfade ? [{fn: o.onfade}] : [];
              self._onload = o.onload ? [{fn: o.onload}] : [];
              self._onloaderror = o.onloaderror ? [{fn: o.onloaderror}] : [];
              self._onplayerror = o.onplayerror ? [{fn: o.onplayerror}] : [];
              self._onpause = o.onpause ? [{fn: o.onpause}] : [];
              self._onplay = o.onplay ? [{fn: o.onplay}] : [];
              self._onstop = o.onstop ? [{fn: o.onstop}] : [];
              self._onmute = o.onmute ? [{fn: o.onmute}] : [];
              self._onvolume = o.onvolume ? [{fn: o.onvolume}] : [];
              self._onrate = o.onrate ? [{fn: o.onrate}] : [];
              self._onseek = o.onseek ? [{fn: o.onseek}] : [];
              self._onunlock = o.onunlock ? [{fn: o.onunlock}] : [];
              self._onresume = [];
  
              // Web Audio or HTML5 Audio?
              self._webAudio = Howler.usingWebAudio && !self._html5;
  
              // Automatically try to enable audio.
              if (typeof Howler.ctx !== 'undefined' && Howler.ctx && Howler.autoUnlock) {
                  Howler._unlockAudio();
              }
  
              // Keep track of this Howl group in the global controller.
              Howler._howls.push(self);
  
              // If they selected autoplay, add a play event to the load queue.
              if (self._autoplay) {
                  self._queue.push({
                      event: 'play',
                      action: function() {
                          self.play();
                      }
                  });
              }
  
              // Load the source file unless otherwise specified.
              if (self._preload && self._preload !== 'none') {
                  self.load();
              }
  
              return self;
          },
  
          /**
           * Load the audio file.
           * @return {Howler}
           */
          load: function() {
              var self = this;
              var url = null;
  
              // If no audio is available, quit immediately.
              if (Howler.noAudio) {
                  self._emit('loaderror', null, 'No audio support.');
                  return;
              }
  
              // Make sure our source is in an array.
              if (typeof self._src === 'string') {
                  self._src = [self._src];
              }
  
              // Loop through the sources and pick the first one that is compatible.
              for (var i=0; i<self._src.length; i++) {
                  var ext, str;
  
                  if (self._format && self._format[i]) {
                      // If an extension was specified, use that instead.
                      ext = self._format[i];
                  } else {
                      // Make sure the source is a string.
                      str = self._src[i];
                      if (typeof str !== 'string') {
                          self._emit('loaderror', null, 'Non-string found in selected audio sources - ignoring.');
                          continue;
                      }
  
                      // Extract the file extension from the URL or base64 data URI.
                      ext = /^data:audio\/([^;,]+);/i.exec(str);
                      if (!ext) {
                          ext = /\.([^.]+)$/.exec(str.split('?', 1)[0]);
                      }
  
                      if (ext) {
                          ext = ext[1].toLowerCase();
                      }
                  }
  
                  // Log a warning if no extension was found.
                  if (!ext) {
                      console.warn('No file extension was found. Consider using the "format" property or specify an extension.');
                  }
  
                  // Check if this extension is available.
                  if (ext && Howler.codecs(ext)) {
                      url = self._src[i];
                      break;
                  }
              }
  
              if (!url) {
                  self._emit('loaderror', null, 'No codec support for selected audio sources.');
                  return;
              }
  
              self._src = url;
              self._state = 'loading';
  
              // If the hosting page is HTTPS and the source isn't,
              // drop down to HTML5 Audio to avoid Mixed Content errors.
              if (window.location.protocol === 'https:' && url.slice(0, 5) === 'http:') {
                  self._html5 = true;
                  self._webAudio = false;
              }
  
              // Create a new sound object and add it to the pool.
              new Sound(self);
  
              // Load and decode the audio data for playback.
              if (self._webAudio) {
                  loadBuffer(self);
              }
  
              return self;
          },
  
          /**
           * Play a sound or resume previous playback.
           * @param  {String/Number} sprite   Sprite name for sprite playback or sound id to continue previous.
           * @param  {Boolean} internal Internal Use: true prevents event firing.
           * @return {Number}          Sound ID.
           */
          play: function(sprite, internal) {
              var self = this;
              var id = null;
  
              // Determine if a sprite, sound id or nothing was passed
              if (typeof sprite === 'number') {
                  id = sprite;
                  sprite = null;
              } else if (typeof sprite === 'string' && self._state === 'loaded' && !self._sprite[sprite]) {
                  // If the passed sprite doesn't exist, do nothing.
                  return null;
              } else if (typeof sprite === 'undefined') {
                  // Use the default sound sprite (plays the full audio length).
                  sprite = '__default';
  
                  // Check if there is a single paused sound that isn't ended.
                  // If there is, play that sound. If not, continue as usual.
                  if (!self._playLock) {
                      var num = 0;
                      for (var i=0; i<self._sounds.length; i++) {
                          if (self._sounds[i]._paused && !self._sounds[i]._ended) {
                              num++;
                              id = self._sounds[i]._id;
                          }
                      }
  
                      if (num === 1) {
                          sprite = null;
                      } else {
                          id = null;
                      }
                  }
              }
  
              // Get the selected node, or get one from the pool.
              var sound = id ? self._soundById(id) : self._inactiveSound();
  
              // If the sound doesn't exist, do nothing.
              if (!sound) {
                  return null;
              }
  
              // Select the sprite definition.
              if (id && !sprite) {
                  sprite = sound._sprite || '__default';
              }
  
              // If the sound hasn't loaded, we must wait to get the audio's duration.
              // We also need to wait to make sure we don't run into race conditions with
              // the order of function calls.
              if (self._state !== 'loaded') {
                  // Set the sprite value on this sound.
                  sound._sprite = sprite;
  
                  // Mark this sound as not ended in case another sound is played before this one loads.
                  sound._ended = false;
  
                  // Add the sound to the queue to be played on load.
                  var soundId = sound._id;
                  self._queue.push({
                      event: 'play',
                      action: function() {
                          self.play(soundId);
                      }
                  });
  
                  return soundId;
              }
  
              // Don't play the sound if an id was passed and it is already playing.
              if (id && !sound._paused) {
                  // Trigger the play event, in order to keep iterating through queue.
                  if (!internal) {
                      self._loadQueue('play');
                  }
  
                  return sound._id;
              }
  
              // Make sure the AudioContext isn't suspended, and resume it if it is.
              if (self._webAudio) {
                  Howler._autoResume();
              }
  
              // Determine how long to play for and where to start playing.
              var seek = Math.max(0, sound._seek > 0 ? sound._seek : self._sprite[sprite][0] / 1000);
              var duration = Math.max(0, ((self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000) - seek);
              var timeout = (duration * 1000) / Math.abs(sound._rate);
              var start = self._sprite[sprite][0] / 1000;
              var stop = (self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000;
              sound._sprite = sprite;
  
              // Mark the sound as ended instantly so that this async playback
              // doesn't get grabbed by another call to play while this one waits to start.
              sound._ended = false;
  
              // Update the parameters of the sound.
              var setParams = function() {
                  sound._paused = false;
                  sound._seek = seek;
                  sound._start = start;
                  sound._stop = stop;
                  sound._loop = !!(sound._loop || self._sprite[sprite][2]);
              };
  
              // End the sound instantly if seek is at the end.
              if (seek >= stop) {
                  self._ended(sound);
                  return;
              }
  
              // Begin the actual playback.
              var node = sound._node;
              if (self._webAudio) {
                  // Fire this when the sound is ready to play to begin Web Audio playback.
                  var playWebAudio = function() {
                      self._playLock = false;
                      setParams();
                      self._refreshBuffer(sound);
  
                      // Setup the playback params.
                      var vol = (sound._muted || self._muted) ? 0 : sound._volume;
                      node.gain.setValueAtTime(vol, Howler.ctx.currentTime);
                      sound._playStart = Howler.ctx.currentTime;
  
                      // Play the sound using the supported method.
                      if (typeof node.bufferSource.start === 'undefined') {
                          sound._loop ? node.bufferSource.noteGrainOn(0, seek, 86400) : node.bufferSource.noteGrainOn(0, seek, duration);
                      } else {
                          sound._loop ? node.bufferSource.start(0, seek, 86400) : node.bufferSource.start(0, seek, duration);
                      }
  
                      // Start a new timer if none is present.
                      if (timeout !== Infinity) {
                          self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout);
                      }
  
                      if (!internal) {
                          setTimeout(function() {
                              self._emit('play', sound._id);
                              self._loadQueue();
                          }, 0);
                      }
                  };
  
                  if (Howler.state === 'running' && Howler.ctx.state !== 'interrupted') {
                      playWebAudio();
                  } else {
                      self._playLock = true;
  
                      // Wait for the audio context to resume before playing.
                      self.once('resume', playWebAudio);
  
                      // Cancel the end timer.
                      self._clearTimer(sound._id);
                  }
              } else {
                  // Fire this when the sound is ready to play to begin HTML5 Audio playback.
                  var playHtml5 = function() {
                      node.currentTime = seek;
                      node.muted = sound._muted || self._muted || Howler._muted || node.muted;
                      node.volume = sound._volume * Howler.volume();
                      node.playbackRate = sound._rate;
  
                      // Some browsers will throw an error if this is called without user interaction.
                      try {
                          var play = node.play();
  
                          // Support older browsers that don't support promises, and thus don't have this issue.
                          if (play && typeof Promise !== 'undefined' && (play instanceof Promise || typeof play.then === 'function')) {
                              // Implements a lock to prevent DOMException: The play() request was interrupted by a call to pause().
                              self._playLock = true;
  
                              // Set param values immediately.
                              setParams();
  
                              // Releases the lock and executes queued actions.
                              play
                                  .then(function() {
                                      self._playLock = false;
                                      node._unlocked = true;
                                      if (!internal) {
                                          self._emit('play', sound._id);
                                          self._loadQueue();
                                      }
                                  })
                                  .catch(function() {
                                      self._playLock = false;
                                      self._emit('playerror', sound._id, 'Playback was unable to start. This is most commonly an issue ' +
                                          'on mobile devices and Chrome where playback was not within a user interaction.');
  
                                      // Reset the ended and paused values.
                                      sound._ended = true;
                                      sound._paused = true;
                                  });
                          } else if (!internal) {
                              self._playLock = false;
                              setParams();
                              self._emit('play', sound._id);
                              self._loadQueue();
                          }
  
                          // Setting rate before playing won't work in IE, so we set it again here.
                          node.playbackRate = sound._rate;
  
                          // If the node is still paused, then we can assume there was a playback issue.
                          if (node.paused) {
                              self._emit('playerror', sound._id, 'Playback was unable to start. This is most commonly an issue ' +
                                  'on mobile devices and Chrome where playback was not within a user interaction.');
                              return;
                          }
  
                          // Setup the end timer on sprites or listen for the ended event.
                          if (sprite !== '__default' || sound._loop) {
                              self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout);
                          } else {
                              self._endTimers[sound._id] = function() {
                                  // Fire ended on this audio node.
                                  self._ended(sound);
  
                                  // Clear this listener.
                                  node.removeEventListener('ended', self._endTimers[sound._id], false);
                              };
                              node.addEventListener('ended', self._endTimers[sound._id], false);
                          }
                      } catch (err) {
                          self._emit('playerror', sound._id, err);
                      }
                  };
  
                  // If this is streaming audio, make sure the src is set and load again.
                  if (node.src === 'data:audio/wav;base64,UklGRigAAABXQVZFZm10IBIAAAABAAEARKwAAIhYAQACABAAAABkYXRhAgAAAAEA') {
                      node.src = self._src;
                      node.load();
                  }
  
                  // Play immediately if ready, or wait for the 'canplaythrough'e vent.
                  var loadedNoReadyState = (window && window.ejecta) || (!node.readyState && Howler._navigator.isCocoonJS);
                  if (node.readyState >= 3 || loadedNoReadyState) {
                      playHtml5();
                  } else {
                      self._playLock = true;
  
                      var listener = function() {
                          // Begin playback.
                          playHtml5();
  
                          // Clear this listener.
                          node.removeEventListener(Howler._canPlayEvent, listener, false);
                      };
                      node.addEventListener(Howler._canPlayEvent, listener, false);
  
                      // Cancel the end timer.
                      self._clearTimer(sound._id);
                  }
              }
  
              return sound._id;
          },
  
          /**
           * Pause playback and save current position.
           * @param  {Number} id The sound ID (empty to pause all in group).
           * @return {Howl}
           */
          pause: function(id) {
              var self = this;
  
              // If the sound hasn't loaded or a play() promise is pending, add it to the load queue to pause when capable.
              if (self._state !== 'loaded' || self._playLock) {
                  self._queue.push({
                      event: 'pause',
                      action: function() {
                          self.pause(id);
                      }
                  });
  
                  return self;
              }
  
              // If no id is passed, get all ID's to be paused.
              var ids = self._getSoundIds(id);
  
              for (var i=0; i<ids.length; i++) {
                  // Clear the end timer.
                  self._clearTimer(ids[i]);
  
                  // Get the sound.
                  var sound = self._soundById(ids[i]);
  
                  if (sound && !sound._paused) {
                      // Reset the seek position.
                      sound._seek = self.seek(ids[i]);
                      sound._rateSeek = 0;
                      sound._paused = true;
  
                      // Stop currently running fades.
                      self._stopFade(ids[i]);
  
                      if (sound._node) {
                          if (self._webAudio) {
                              // Make sure the sound has been created.
                              if (!sound._node.bufferSource) {
                                  continue;
                              }
  
                              if (typeof sound._node.bufferSource.stop === 'undefined') {
                                  sound._node.bufferSource.noteOff(0);
                              } else {
                                  sound._node.bufferSource.stop(0);
                              }
  
                              // Clean up the buffer source.
                              self._cleanBuffer(sound._node);
                          } else if (!isNaN(sound._node.duration) || sound._node.duration === Infinity) {
                              sound._node.pause();
                          }
                      }
                  }
  
                  // Fire the pause event, unless `true` is passed as the 2nd argument.
                  if (!arguments[1]) {
                      self._emit('pause', sound ? sound._id : null);
                  }
              }
  
              return self;
          },
  
          /**
           * Stop playback and reset to start.
           * @param  {Number} id The sound ID (empty to stop all in group).
           * @param  {Boolean} internal Internal Use: true prevents event firing.
           * @return {Howl}
           */
          stop: function(id, internal) {
              var self = this;
  
              // If the sound hasn't loaded, add it to the load queue to stop when capable.
              if (self._state !== 'loaded' || self._playLock) {
                  self._queue.push({
                      event: 'stop',
                      action: function() {
                          self.stop(id);
                      }
                  });
  
                  return self;
              }
  
              // If no id is passed, get all ID's to be stopped.
              var ids = self._getSoundIds(id);
  
              for (var i=0; i<ids.length; i++) {
                  // Clear the end timer.
                  self._clearTimer(ids[i]);
  
                  // Get the sound.
                  var sound = self._soundById(ids[i]);
  
                  if (sound) {
                      // Reset the seek position.
                      sound._seek = sound._start || 0;
                      sound._rateSeek = 0;
                      sound._paused = true;
                      sound._ended = true;
  
                      // Stop currently running fades.
                      self._stopFade(ids[i]);
  
                      if (sound._node) {
                          if (self._webAudio) {
                              // Make sure the sound's AudioBufferSourceNode has been created.
                              if (sound._node.bufferSource) {
                                  if (typeof sound._node.bufferSource.stop === 'undefined') {
                                      sound._node.bufferSource.noteOff(0);
                                  } else {
                                      sound._node.bufferSource.stop(0);
                                  }
  
                                  // Clean up the buffer source.
                                  self._cleanBuffer(sound._node);
                              }
                          } else if (!isNaN(sound._node.duration) || sound._node.duration === Infinity) {
                              sound._node.currentTime = sound._start || 0;
                              sound._node.pause();
  
                              // If this is a live stream, stop download once the audio is stopped.
                              if (sound._node.duration === Infinity) {
                                  self._clearSound(sound._node);
                              }
                          }
                      }
  
                      if (!internal) {
                          self._emit('stop', sound._id);
                      }
                  }
              }
  
              return self;
          },
  
          /**
           * Mute/unmute a single sound or all sounds in this Howl group.
           * @param  {Boolean} muted Set to true to mute and false to unmute.
           * @param  {Number} id    The sound ID to update (omit to mute/unmute all).
           * @return {Howl}
           */
          mute: function(muted, id) {
              var self = this;
  
              // If the sound hasn't loaded, add it to the load queue to mute when capable.
              if (self._state !== 'loaded'|| self._playLock) {
                  self._queue.push({
                      event: 'mute',
                      action: function() {
                          self.mute(muted, id);
                      }
                  });
  
                  return self;
              }
  
              // If applying mute/unmute to all sounds, update the group's value.
              if (typeof id === 'undefined') {
                  if (typeof muted === 'boolean') {
                      self._muted = muted;
                  } else {
                      return self._muted;
                  }
              }
  
              // If no id is passed, get all ID's to be muted.
              var ids = self._getSoundIds(id);
  
              for (var i=0; i<ids.length; i++) {
                  // Get the sound.
                  var sound = self._soundById(ids[i]);
  
                  if (sound) {
                      sound._muted = muted;
  
                      // Cancel active fade and set the volume to the end value.
                      if (sound._interval) {
                          self._stopFade(sound._id);
                      }
  
                      if (self._webAudio && sound._node) {
                          sound._node.gain.setValueAtTime(muted ? 0 : sound._volume, Howler.ctx.currentTime);
                      } else if (sound._node) {
                          sound._node.muted = Howler._muted ? true : muted;
                      }
  
                      self._emit('mute', sound._id);
                  }
              }
  
              return self;
          },
  
          /**
           * Get/set the volume of this sound or of the Howl group. This method can optionally take 0, 1 or 2 arguments.
           *   volume() -> Returns the group's volume value.
           *   volume(id) -> Returns the sound id's current volume.
           *   volume(vol) -> Sets the volume of all sounds in this Howl group.
           *   volume(vol, id) -> Sets the volume of passed sound id.
           * @return {Howl/Number} Returns self or current volume.
           */
          volume: function() {
              var self = this;
              var args = arguments;
              var vol, id;
  
              // Determine the values based on arguments.
              if (args.length === 0) {
                  // Return the value of the groups' volume.
                  return self._volume;
              } else if (args.length === 1 || args.length === 2 && typeof args[1] === 'undefined') {
                  // First check if this is an ID, and if not, assume it is a new volume.
                  var ids = self._getSoundIds();
                  var index = ids.indexOf(args[0]);
                  if (index >= 0) {
                      id = parseInt(args[0], 10);
                  } else {
                      vol = parseFloat(args[0]);
                  }
              } else if (args.length >= 2) {
                  vol = parseFloat(args[0]);
                  id = parseInt(args[1], 10);
              }
  
              // Update the volume or return the current volume.
              var sound;
              if (typeof vol !== 'undefined' && vol >= 0 && vol <= 1) {
                  // If the sound hasn't loaded, add it to the load queue to change volume when capable.
                  if (self._state !== 'loaded'|| self._playLock) {
                      self._queue.push({
                          event: 'volume',
                          action: function() {
                              self.volume.apply(self, args);
                          }
                      });
  
                      return self;
                  }
  
                  // Set the group volume.
                  if (typeof id === 'undefined') {
                      self._volume = vol;
                  }
  
                  // Update one or all volumes.
                  id = self._getSoundIds(id);
                  for (var i=0; i<id.length; i++) {
                      // Get the sound.
                      sound = self._soundById(id[i]);
  
                      if (sound) {
                          sound._volume = vol;
  
                          // Stop currently running fades.
                          if (!args[2]) {
                              self._stopFade(id[i]);
                          }
  
                          if (self._webAudio && sound._node && !sound._muted) {
                              sound._node.gain.setValueAtTime(vol, Howler.ctx.currentTime);
                          } else if (sound._node && !sound._muted) {
                              sound._node.volume = vol * Howler.volume();
                          }
  
                          self._emit('volume', sound._id);
                      }
                  }
              } else {
                  sound = id ? self._soundById(id) : self._sounds[0];
                  return sound ? sound._volume : 0;
              }
  
              return self;
          },
  
          /**
           * Fade a currently playing sound between two volumes (if no id is passed, all sounds will fade).
           * @param  {Number} from The value to fade from (0.0 to 1.0).
           * @param  {Number} to   The volume to fade to (0.0 to 1.0).
           * @param  {Number} len  Time in milliseconds to fade.
           * @param  {Number} id   The sound id (omit to fade all sounds).
           * @return {Howl}
           */
          fade: function(from, to, len, id) {
              var self = this;
  
              // If the sound hasn't loaded, add it to the load queue to fade when capable.
              if (self._state !== 'loaded' || self._playLock) {
                  self._queue.push({
                      event: 'fade',
                      action: function() {
                          self.fade(from, to, len, id);
                      }
                  });
  
                  return self;
              }
  
              // Make sure the to/from/len values are numbers.
              from = Math.min(Math.max(0, parseFloat(from)), 1);
              to = Math.min(Math.max(0, parseFloat(to)), 1);
              len = parseFloat(len);
  
              // Set the volume to the start position.
              self.volume(from, id);
  
              // Fade the volume of one or all sounds.
              var ids = self._getSoundIds(id);
              for (var i=0; i<ids.length; i++) {
                  // Get the sound.
                  var sound = self._soundById(ids[i]);
  
                  // Create a linear fade or fall back to timeouts with HTML5 Audio.
                  if (sound) {
                      // Stop the previous fade if no sprite is being used (otherwise, volume handles this).
                      if (!id) {
                          self._stopFade(ids[i]);
                      }
  
                      // If we are using Web Audio, let the native methods do the actual fade.
                      if (self._webAudio && !sound._muted) {
                          var currentTime = Howler.ctx.currentTime;
                          var end = currentTime + (len / 1000);
                          sound._volume = from;
                          sound._node.gain.setValueAtTime(from, currentTime);
                          sound._node.gain.linearRampToValueAtTime(to, end);
                      }
  
                      self._startFadeInterval(sound, from, to, len, ids[i], typeof id === 'undefined');
                  }
              }
  
              return self;
          },
  
          /**
           * Starts the internal interval to fade a sound.
           * @param  {Object} sound Reference to sound to fade.
           * @param  {Number} from The value to fade from (0.0 to 1.0).
           * @param  {Number} to   The volume to fade to (0.0 to 1.0).
           * @param  {Number} len  Time in milliseconds to fade.
           * @param  {Number} id   The sound id to fade.
           * @param  {Boolean} isGroup   If true, set the volume on the group.
           */
          _startFadeInterval: function(sound, from, to, len, id, isGroup) {
              var self = this;
              var vol = from;
              var diff = to - from;
              var steps = Math.abs(diff / 0.01);
              var stepLen = Math.max(4, (steps > 0) ? len / steps : len);
              var lastTick = Date.now();
  
              // Store the value being faded to.
              sound._fadeTo = to;
  
              // Update the volume value on each interval tick.
              sound._interval = setInterval(function() {
                  // Update the volume based on the time since the last tick.
                  var tick = (Date.now() - lastTick) / len;
                  lastTick = Date.now();
                  vol += diff * tick;
  
                  // Round to within 2 decimal points.
                  vol = Math.round(vol * 100) / 100;
  
                  // Make sure the volume is in the right bounds.
                  if (diff < 0) {
                      vol = Math.max(to, vol);
                  } else {
                      vol = Math.min(to, vol);
                  }
  
                  // Change the volume.
                  if (self._webAudio) {
                      sound._volume = vol;
                  } else {
                      self.volume(vol, sound._id, true);
                  }
  
                  // Set the group's volume.
                  if (isGroup) {
                      self._volume = vol;
                  }
  
                  // When the fade is complete, stop it and fire event.
                  if ((to < from && vol <= to) || (to > from && vol >= to)) {
                      clearInterval(sound._interval);
                      sound._interval = null;
                      sound._fadeTo = null;
                      self.volume(to, sound._id);
                      self._emit('fade', sound._id);
                  }
              }, stepLen);
          },
  
          /**
           * Internal method that stops the currently playing fade when
           * a new fade starts, volume is changed or the sound is stopped.
           * @param  {Number} id The sound id.
           * @return {Howl}
           */
          _stopFade: function(id) {
              var self = this;
              var sound = self._soundById(id);
  
              if (sound && sound._interval) {
                  if (self._webAudio) {
                      sound._node.gain.cancelScheduledValues(Howler.ctx.currentTime);
                  }
  
                  clearInterval(sound._interval);
                  sound._interval = null;
                  self.volume(sound._fadeTo, id);
                  sound._fadeTo = null;
                  self._emit('fade', id);
              }
  
              return self;
          },
  
          /**
           * Get/set the loop parameter on a sound. This method can optionally take 0, 1 or 2 arguments.
           *   loop() -> Returns the group's loop value.
           *   loop(id) -> Returns the sound id's loop value.
           *   loop(loop) -> Sets the loop value for all sounds in this Howl group.
           *   loop(loop, id) -> Sets the loop value of passed sound id.
           * @return {Howl/Boolean} Returns self or current loop value.
           */
          loop: function() {
              var self = this;
              var args = arguments;
              var loop, id, sound;
  
              // Determine the values for loop and id.
              if (args.length === 0) {
                  // Return the grou's loop value.
                  return self._loop;
              } else if (args.length === 1) {
                  if (typeof args[0] === 'boolean') {
                      loop = args[0];
                      self._loop = loop;
                  } else {
                      // Return this sound's loop value.
                      sound = self._soundById(parseInt(args[0], 10));
                      return sound ? sound._loop : false;
                  }
              } else if (args.length === 2) {
                  loop = args[0];
                  id = parseInt(args[1], 10);
              }
  
              // If no id is passed, get all ID's to be looped.
              var ids = self._getSoundIds(id);
              for (var i=0; i<ids.length; i++) {
                  sound = self._soundById(ids[i]);
  
                  if (sound) {
                      sound._loop = loop;
                      if (self._webAudio && sound._node && sound._node.bufferSource) {
                          sound._node.bufferSource.loop = loop;
                          if (loop) {
                              sound._node.bufferSource.loopStart = sound._start || 0;
                              sound._node.bufferSource.loopEnd = sound._stop;
                          }
                      }
                  }
              }
  
              return self;
          },
  
          /**
           * Get/set the playback rate of a sound. This method can optionally take 0, 1 or 2 arguments.
           *   rate() -> Returns the first sound node's current playback rate.
           *   rate(id) -> Returns the sound id's current playback rate.
           *   rate(rate) -> Sets the playback rate of all sounds in this Howl group.
           *   rate(rate, id) -> Sets the playback rate of passed sound id.
           * @return {Howl/Number} Returns self or the current playback rate.
           */
          rate: function() {
              var self = this;
              var args = arguments;
              var rate, id;
  
              // Determine the values based on arguments.
              if (args.length === 0) {
                  // We will simply return the current rate of the first node.
                  id = self._sounds[0]._id;
              } else if (args.length === 1) {
                  // First check if this is an ID, and if not, assume it is a new rate value.
                  var ids = self._getSoundIds();
                  var index = ids.indexOf(args[0]);
                  if (index >= 0) {
                      id = parseInt(args[0], 10);
                  } else {
                      rate = parseFloat(args[0]);
                  }
              } else if (args.length === 2) {
                  rate = parseFloat(args[0]);
                  id = parseInt(args[1], 10);
              }
  
              // Update the playback rate or return the current value.
              var sound;
              if (typeof rate === 'number') {
                  // If the sound hasn't loaded, add it to the load queue to change playback rate when capable.
                  if (self._state !== 'loaded' || self._playLock) {
                      self._queue.push({
                          event: 'rate',
                          action: function() {
                              self.rate.apply(self, args);
                          }
                      });
  
                      return self;
                  }
  
                  // Set the group rate.
                  if (typeof id === 'undefined') {
                      self._rate = rate;
                  }
  
                  // Update one or all volumes.
                  id = self._getSoundIds(id);
                  for (var i=0; i<id.length; i++) {
                      // Get the sound.
                      sound = self._soundById(id[i]);
  
                      if (sound) {
                          // Keep track of our position when the rate changed and update the playback
                          // start position so we can properly adjust the seek position for time elapsed.
                          if (self.playing(id[i])) {
                              sound._rateSeek = self.seek(id[i]);
                              sound._playStart = self._webAudio ? Howler.ctx.currentTime : sound._playStart;
                          }
                          sound._rate = rate;
  
                          // Change the playback rate.
                          if (self._webAudio && sound._node && sound._node.bufferSource) {
                              sound._node.bufferSource.playbackRate.setValueAtTime(rate, Howler.ctx.currentTime);
                          } else if (sound._node) {
                              sound._node.playbackRate = rate;
                          }
  
                          // Reset the timers.
                          var seek = self.seek(id[i]);
                          var duration = ((self._sprite[sound._sprite][0] + self._sprite[sound._sprite][1]) / 1000) - seek;
                          var timeout = (duration * 1000) / Math.abs(sound._rate);
  
                          // Start a new end timer if sound is already playing.
                          if (self._endTimers[id[i]] || !sound._paused) {
                              self._clearTimer(id[i]);
                              self._endTimers[id[i]] = setTimeout(self._ended.bind(self, sound), timeout);
                          }
  
                          self._emit('rate', sound._id);
                      }
                  }
              } else {
                  sound = self._soundById(id);
                  return sound ? sound._rate : self._rate;
              }
  
              return self;
          },
  
          /**
           * Get/set the seek position of a sound. This method can optionally take 0, 1 or 2 arguments.
           *   seek() -> Returns the first sound node's current seek position.
           *   seek(id) -> Returns the sound id's current seek position.
           *   seek(seek) -> Sets the seek position of the first sound node.
           *   seek(seek, id) -> Sets the seek position of passed sound id.
           * @return {Howl/Number} Returns self or the current seek position.
           */
          seek: function() {
              var self = this;
              var args = arguments;
              var seek, id;
  
              // Determine the values based on arguments.
              if (args.length === 0) {
                  // We will simply return the current position of the first node.
                  id = self._sounds[0]._id;
              } else if (args.length === 1) {
                  // First check if this is an ID, and if not, assume it is a new seek position.
                  var ids = self._getSoundIds();
                  var index = ids.indexOf(args[0]);
                  if (index >= 0) {
                      id = parseInt(args[0], 10);
                  } else if (self._sounds.length) {
                      id = self._sounds[0]._id;
                      seek = parseFloat(args[0]);
                  }
              } else if (args.length === 2) {
                  seek = parseFloat(args[0]);
                  id = parseInt(args[1], 10);
              }
  
              // If there is no ID, bail out.
              if (typeof id === 'undefined') {
                  return self;
              }
  
              // If the sound hasn't loaded, add it to the load queue to seek when capable.
              if (typeof seek === 'number' && (self._state !== 'loaded' || self._playLock)) {
                  self._queue.push({
                      event: 'seek',
                      action: function() {
                          self.seek.apply(self, args);
                      }
                  });
  
                  return self;
              }
  
              // Get the sound.
              var sound = self._soundById(id);
  
              if (sound) {
                  if (typeof seek === 'number' && seek >= 0) {
                      // Pause the sound and update position for restarting playback.
                      var playing = self.playing(id);
                      if (playing) {
                          self.pause(id, true);
                      }
  
                      // Move the position of the track and cancel timer.
                      sound._seek = seek;
                      sound._ended = false;
                      self._clearTimer(id);
  
                      // Update the seek position for HTML5 Audio.
                      if (!self._webAudio && sound._node && !isNaN(sound._node.duration)) {
                          sound._node.currentTime = seek;
                      }
  
                      // Seek and emit when ready.
                      var seekAndEmit = function() {
                          self._emit('seek', id);
  
                          // Restart the playback if the sound was playing.
                          if (playing) {
                              self.play(id, true);
                          }
                      };
  
                      // Wait for the play lock to be unset before emitting (HTML5 Audio).
                      if (playing && !self._webAudio) {
                          var emitSeek = function() {
                              if (!self._playLock) {
                                  seekAndEmit();
                              } else {
                                  setTimeout(emitSeek, 0);
                              }
                          };
                          setTimeout(emitSeek, 0);
                      } else {
                          seekAndEmit();
                      }
                  } else {
                      if (self._webAudio) {
                          var realTime = self.playing(id) ? Howler.ctx.currentTime - sound._playStart : 0;
                          var rateSeek = sound._rateSeek ? sound._rateSeek - sound._seek : 0;
                          return sound._seek + (rateSeek + realTime * Math.abs(sound._rate));
                      } else {
                          return sound._node.currentTime;
                      }
                  }
              }
  
              return self;
          },
  
          /**
           * Check if a specific sound is currently playing or not (if id is provided), or check if at least one of the sounds in the group is playing or not.
           * @param  {Number}  id The sound id to check. If none is passed, the whole sound group is checked.
           * @return {Boolean} True if playing and false if not.
           */
          playing: function(id) {
              var self = this;
  
              // Check the passed sound ID (if any).
              if (typeof id === 'number') {
                  var sound = self._soundById(id);
                  return sound ? !sound._paused : false;
              }
  
              // Otherwise, loop through all sounds and check if any are playing.
              for (var i=0; i<self._sounds.length; i++) {
                  if (!self._sounds[i]._paused) {
                      return true;
                  }
              }
  
              return false;
          },
  
          /**
           * Get the duration of this sound. Passing a sound id will return the sprite duration.
           * @param  {Number} id The sound id to check. If none is passed, return full source duration.
           * @return {Number} Audio duration in seconds.
           */
          duration: function(id) {
              var self = this;
              var duration = self._duration;
  
              // If we pass an ID, get the sound and return the sprite length.
              var sound = self._soundById(id);
              if (sound) {
                  duration = self._sprite[sound._sprite][1] / 1000;
              }
  
              return duration;
          },
  
          /**
           * Returns the current loaded state of this Howl.
           * @return {String} 'unloaded', 'loading', 'loaded'
           */
          state: function() {
              return this._state;
          },
  
          /**
           * Unload and destroy the current Howl object.
           * This will immediately stop all sound instances attached to this group.
           */
          unload: function() {
              var self = this;
  
              // Stop playing any active sounds.
              var sounds = self._sounds;
              for (var i=0; i<sounds.length; i++) {
                  // Stop the sound if it is currently playing.
                  if (!sounds[i]._paused) {
                      self.stop(sounds[i]._id);
                  }
  
                  // Remove the source or disconnect.
                  if (!self._webAudio) {
                      // Set the source to 0-second silence to stop any downloading (except in IE).
                      self._clearSound(sounds[i]._node);
  
                      // Remove any event listeners.
                      sounds[i]._node.removeEventListener('error', sounds[i]._errorFn, false);
                      sounds[i]._node.removeEventListener(Howler._canPlayEvent, sounds[i]._loadFn, false);
                      sounds[i]._node.removeEventListener('ended', sounds[i]._endFn, false);
  
                      // Release the Audio object back to the pool.
                      Howler._releaseHtml5Audio(sounds[i]._node);
                  }
  
                  // Empty out all of the nodes.
                  delete sounds[i]._node;
  
                  // Make sure all timers are cleared out.
                  self._clearTimer(sounds[i]._id);
              }
  
              // Remove the references in the global Howler object.
              var index = Howler._howls.indexOf(self);
              if (index >= 0) {
                  Howler._howls.splice(index, 1);
              }
  
              // Delete this sound from the cache (if no other Howl is using it).
              var remCache = true;
              for (i=0; i<Howler._howls.length; i++) {
                  if (Howler._howls[i]._src === self._src || self._src.indexOf(Howler._howls[i]._src) >= 0) {
                      remCache = false;
                      break;
                  }
              }
  
              if (cache && remCache) {
                  delete cache[self._src];
              }
  
              // Clear global errors.
              Howler.noAudio = false;
  
              // Clear out `self`.
              self._state = 'unloaded';
              self._sounds = [];
              self = null;
  
              return null;
          },
  
          /**
           * Listen to a custom event.
           * @param  {String}   event Event name.
           * @param  {Function} fn    Listener to call.
           * @param  {Number}   id    (optional) Only listen to events for this sound.
           * @param  {Number}   once  (INTERNAL) Marks event to fire only once.
           * @return {Howl}
           */
          on: function(event, fn, id, once) {
              var self = this;
              var events = self['_on' + event];
  
              if (typeof fn === 'function') {
                  events.push(once ? {id: id, fn: fn, once: once} : {id: id, fn: fn});
              }
  
              return self;
          },
  
          /**
           * Remove a custom event. Call without parameters to remove all events.
           * @param  {String}   event Event name.
           * @param  {Function} fn    Listener to remove. Leave empty to remove all.
           * @param  {Number}   id    (optional) Only remove events for this sound.
           * @return {Howl}
           */
          off: function(event, fn, id) {
              var self = this;
              var events = self['_on' + event];
              var i = 0;
  
              // Allow passing just an event and ID.
              if (typeof fn === 'number') {
                  id = fn;
                  fn = null;
              }
  
              if (fn || id) {
                  // Loop through event store and remove the passed function.
                  for (i=0; i<events.length; i++) {
                      var isId = (id === events[i].id);
                      if (fn === events[i].fn && isId || !fn && isId) {
                          events.splice(i, 1);
                          break;
                      }
                  }
              } else if (event) {
                  // Clear out all events of this type.
                  self['_on' + event] = [];
              } else {
                  // Clear out all events of every type.
                  var keys = Object.keys(self);
                  for (i=0; i<keys.length; i++) {
                      if ((keys[i].indexOf('_on') === 0) && Array.isArray(self[keys[i]])) {
                          self[keys[i]] = [];
                      }
                  }
              }
  
              return self;
          },
  
          /**
           * Listen to a custom event and remove it once fired.
           * @param  {String}   event Event name.
           * @param  {Function} fn    Listener to call.
           * @param  {Number}   id    (optional) Only listen to events for this sound.
           * @return {Howl}
           */
          once: function(event, fn, id) {
              var self = this;
  
              // Setup the event listener.
              self.on(event, fn, id, 1);
  
              return self;
          },
  
          /**
           * Emit all events of a specific type and pass the sound id.
           * @param  {String} event Event name.
           * @param  {Number} id    Sound ID.
           * @param  {Number} msg   Message to go with event.
           * @return {Howl}
           */
          _emit: function(event, id, msg) {
              var self = this;
              var events = self['_on' + event];
  
              // Loop through event store and fire all functions.
              for (var i=events.length-1; i>=0; i--) {
                  // Only fire the listener if the correct ID is used.
                  if (!events[i].id || events[i].id === id || event === 'load') {
                      setTimeout(function(fn) {
                          fn.call(this, id, msg);
                      }.bind(self, events[i].fn), 0);
  
                      // If this event was setup with `once`, remove it.
                      if (events[i].once) {
                          self.off(event, events[i].fn, events[i].id);
                      }
                  }
              }
  
              // Pass the event type into load queue so that it can continue stepping.
              self._loadQueue(event);
  
              return self;
          },
  
          /**
           * Queue of actions initiated before the sound has loaded.
           * These will be called in sequence, with the next only firing
           * after the previous has finished executing (even if async like play).
           * @return {Howl}
           */
          _loadQueue: function(event) {
              var self = this;
  
              if (self._queue.length > 0) {
                  var task = self._queue[0];
  
                  // Remove this task if a matching event was passed.
                  if (task.event === event) {
                      self._queue.shift();
                      self._loadQueue();
                  }
  
                  // Run the task if no event type is passed.
                  if (!event) {
                      task.action();
                  }
              }
  
              return self;
          },
  
          /**
           * Fired when playback ends at the end of the duration.
           * @param  {Sound} sound The sound object to work with.
           * @return {Howl}
           */
          _ended: function(sound) {
              var self = this;
              var sprite = sound._sprite;
  
              // If we are using IE and there was network latency we may be clipping
              // audio before it completes playing. Lets check the node to make sure it
              // believes it has completed, before ending the playback.
              if (!self._webAudio && sound._node && !sound._node.paused && !sound._node.ended && sound._node.currentTime < sound._stop) {
                  setTimeout(self._ended.bind(self, sound), 100);
                  return self;
              }
  
              // Should this sound loop?
              var loop = !!(sound._loop || self._sprite[sprite][2]);
  
              // Fire the ended event.
              self._emit('end', sound._id);
  
              // Restart the playback for HTML5 Audio loop.
              if (!self._webAudio && loop) {
                  self.stop(sound._id, true).play(sound._id);
              }
  
              // Restart this timer if on a Web Audio loop.
              if (self._webAudio && loop) {
                  self._emit('play', sound._id);
                  sound._seek = sound._start || 0;
                  sound._rateSeek = 0;
                  sound._playStart = Howler.ctx.currentTime;
  
                  var timeout = ((sound._stop - sound._start) * 1000) / Math.abs(sound._rate);
                  self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout);
              }
  
              // Mark the node as paused.
              if (self._webAudio && !loop) {
                  sound._paused = true;
                  sound._ended = true;
                  sound._seek = sound._start || 0;
                  sound._rateSeek = 0;
                  self._clearTimer(sound._id);
  
                  // Clean up the buffer source.
                  self._cleanBuffer(sound._node);
  
                  // Attempt to auto-suspend AudioContext if no sounds are still playing.
                  Howler._autoSuspend();
              }
  
              // When using a sprite, end the track.
              if (!self._webAudio && !loop) {
                  self.stop(sound._id, true);
              }
  
              return self;
          },
  
          /**
           * Clear the end timer for a sound playback.
           * @param  {Number} id The sound ID.
           * @return {Howl}
           */
          _clearTimer: function(id) {
              var self = this;
  
              if (self._endTimers[id]) {
                  // Clear the timeout or remove the ended listener.
                  if (typeof self._endTimers[id] !== 'function') {
                      clearTimeout(self._endTimers[id]);
                  } else {
                      var sound = self._soundById(id);
                      if (sound && sound._node) {
                          sound._node.removeEventListener('ended', self._endTimers[id], false);
                      }
                  }
  
                  delete self._endTimers[id];
              }
  
              return self;
          },
  
          /**
           * Return the sound identified by this ID, or return null.
           * @param  {Number} id Sound ID
           * @return {Object}    Sound object or null.
           */
          _soundById: function(id) {
              var self = this;
  
              // Loop through all sounds and find the one with this ID.
              for (var i=0; i<self._sounds.length; i++) {
                  if (id === self._sounds[i]._id) {
                      return self._sounds[i];
                  }
              }
  
              return null;
          },
  
          /**
           * Return an inactive sound from the pool or create a new one.
           * @return {Sound} Sound playback object.
           */
          _inactiveSound: function() {
              var self = this;
  
              self._drain();
  
              // Find the first inactive node to recycle.
              for (var i=0; i<self._sounds.length; i++) {
                  if (self._sounds[i]._ended) {
                      return self._sounds[i].reset();
                  }
              }
  
              // If no inactive node was found, create a new one.
              return new Sound(self);
          },
  
          /**
           * Drain excess inactive sounds from the pool.
           */
          _drain: function() {
              var self = this;
              var limit = self._pool;
              var cnt = 0;
              var i = 0;
  
              // If there are less sounds than the max pool size, we are done.
              if (self._sounds.length < limit) {
                  return;
              }
  
              // Count the number of inactive sounds.
              for (i=0; i<self._sounds.length; i++) {
                  if (self._sounds[i]._ended) {
                      cnt++;
                  }
              }
  
              // Remove excess inactive sounds, going in reverse order.
              for (i=self._sounds.length - 1; i>=0; i--) {
                  if (cnt <= limit) {
                      return;
                  }
  
                  if (self._sounds[i]._ended) {
                      // Disconnect the audio source when using Web Audio.
                      if (self._webAudio && self._sounds[i]._node) {
                          self._sounds[i]._node.disconnect(0);
                      }
  
                      // Remove sounds until we have the pool size.
                      self._sounds.splice(i, 1);
                      cnt--;
                  }
              }
          },
  
          /**
           * Get all ID's from the sounds pool.
           * @param  {Number} id Only return one ID if one is passed.
           * @return {Array}    Array of IDs.
           */
          _getSoundIds: function(id) {
              var self = this;
  
              if (typeof id === 'undefined') {
                  var ids = [];
                  for (var i=0; i<self._sounds.length; i++) {
                      ids.push(self._sounds[i]._id);
                  }
  
                  return ids;
              } else {
                  return [id];
              }
          },
  
          /**
           * Load the sound back into the buffer source.
           * @param  {Sound} sound The sound object to work with.
           * @return {Howl}
           */
          _refreshBuffer: function(sound) {
              var self = this;
  
              // Setup the buffer source for playback.
              sound._node.bufferSource = Howler.ctx.createBufferSource();
              sound._node.bufferSource.buffer = cache[self._src];
  
              // Connect to the correct node.
              if (sound._panner) {
                  sound._node.bufferSource.connect(sound._panner);
              } else {
                  sound._node.bufferSource.connect(sound._node);
              }
  
              // Setup looping and playback rate.
              sound._node.bufferSource.loop = sound._loop;
              if (sound._loop) {
                  sound._node.bufferSource.loopStart = sound._start || 0;
                  sound._node.bufferSource.loopEnd = sound._stop || 0;
              }
              sound._node.bufferSource.playbackRate.setValueAtTime(sound._rate, Howler.ctx.currentTime);
  
              return self;
          },
  
          /**
           * Prevent memory leaks by cleaning up the buffer source after playback.
           * @param  {Object} node Sound's audio node containing the buffer source.
           * @return {Howl}
           */
          _cleanBuffer: function(node) {
              var self = this;
              var isIOS = Howler._navigator && Howler._navigator.vendor.indexOf('Apple') >= 0;
  
              if (Howler._scratchBuffer && node.bufferSource) {
                  node.bufferSource.onended = null;
                  node.bufferSource.disconnect(0);
                  if (isIOS) {
                      try { node.bufferSource.buffer = Howler._scratchBuffer; } catch(e) {}
                  }
              }
              node.bufferSource = null;
  
              return self;
          },
  
          /**
           * Set the source to a 0-second silence to stop any downloading (except in IE).
           * @param  {Object} node Audio node to clear.
           */
          _clearSound: function(node) {
              var checkIE = /MSIE |Trident\//.test(Howler._navigator && Howler._navigator.userAgent);
              if (!checkIE) {
                  node.src = 'data:audio/wav;base64,UklGRigAAABXQVZFZm10IBIAAAABAAEARKwAAIhYAQACABAAAABkYXRhAgAAAAEA';
              }
          }
      };
  
      /** Single Sound Methods **/
      /***************************************************************************/
  
      /**
       * Setup the sound object, which each node attached to a Howl group is contained in.
       * @param {Object} howl The Howl parent group.
       */
      var Sound = function(howl) {
          this._parent = howl;
          this.init();
      };
      Sound.prototype = {
          /**
           * Initialize a new Sound object.
           * @return {Sound}
           */
          init: function() {
              var self = this;
              var parent = self._parent;
  
              // Setup the default parameters.
              self._muted = parent._muted;
              self._loop = parent._loop;
              self._volume = parent._volume;
              self._rate = parent._rate;
              self._seek = 0;
              self._paused = true;
              self._ended = true;
              self._sprite = '__default';
  
              // Generate a unique ID for this sound.
              self._id = ++Howler._counter;
  
              // Add itself to the parent's pool.
              parent._sounds.push(self);
  
              // Create the new node.
              self.create();
  
              return self;
          },
  
          /**
           * Create and setup a new sound object, whether HTML5 Audio or Web Audio.
           * @return {Sound}
           */
          create: function() {
              var self = this;
              var parent = self._parent;
              var volume = (Howler._muted || self._muted || self._parent._muted) ? 0 : self._volume;
  
              if (parent._webAudio) {
                  // Create the gain node for controlling volume (the source will connect to this).
                  self._node = (typeof Howler.ctx.createGain === 'undefined') ? Howler.ctx.createGainNode() : Howler.ctx.createGain();
                  self._node.gain.setValueAtTime(volume, Howler.ctx.currentTime);
                  self._node.paused = true;
                  self._node.connect(Howler.masterGain);
              } else if (!Howler.noAudio) {
                  // Get an unlocked Audio object from the pool.
                  self._node = Howler._obtainHtml5Audio();
  
                  // Listen for errors (http://dev.w3.org/html5/spec-author-view/spec.html#mediaerror).
                  self._errorFn = self._errorListener.bind(self);
                  self._node.addEventListener('error', self._errorFn, false);
  
                  // Listen for 'canplaythrough' event to let us know the sound is ready.
                  self._loadFn = self._loadListener.bind(self);
                  self._node.addEventListener(Howler._canPlayEvent, self._loadFn, false);
  
                  // Listen for the 'ended' event on the sound to account for edge-case where
                  // a finite sound has a duration of Infinity.
                  self._endFn = self._endListener.bind(self);
                  self._node.addEventListener('ended', self._endFn, false);
  
                  // Setup the new audio node.
                  self._node.src = parent._src;
                  self._node.preload = parent._preload === true ? 'auto' : parent._preload;
                  self._node.volume = volume * Howler.volume();
  
                  // Begin loading the source.
                  self._node.load();
              }
  
              return self;
          },
  
          /**
           * Reset the parameters of this sound to the original state (for recycle).
           * @return {Sound}
           */
          reset: function() {
              var self = this;
              var parent = self._parent;
  
              // Reset all of the parameters of this sound.
              self._muted = parent._muted;
              self._loop = parent._loop;
              self._volume = parent._volume;
              self._rate = parent._rate;
              self._seek = 0;
              self._rateSeek = 0;
              self._paused = true;
              self._ended = true;
              self._sprite = '__default';
  
              // Generate a new ID so that it isn't confused with the previous sound.
              self._id = ++Howler._counter;
  
              return self;
          },
  
          /**
           * HTML5 Audio error listener callback.
           */
          _errorListener: function() {
              var self = this;
  
              // Fire an error event and pass back the code.
              self._parent._emit('loaderror', self._id, self._node.error ? self._node.error.code : 0);
  
              // Clear the event listener.
              self._node.removeEventListener('error', self._errorFn, false);
          },
  
          /**
           * HTML5 Audio canplaythrough listener callback.
           */
          _loadListener: function() {
              var self = this;
              var parent = self._parent;
  
              // Round up the duration to account for the lower precision in HTML5 Audio.
              parent._duration = Math.ceil(self._node.duration * 10) / 10;
  
              // Setup a sprite if none is defined.
              if (Object.keys(parent._sprite).length === 0) {
                  parent._sprite = {__default: [0, parent._duration * 1000]};
              }
  
              if (parent._state !== 'loaded') {
                  parent._state = 'loaded';
                  parent._emit('load');
                  parent._loadQueue();
              }
  
              // Clear the event listener.
              self._node.removeEventListener(Howler._canPlayEvent, self._loadFn, false);
          },
  
          /**
           * HTML5 Audio ended listener callback.
           */
          _endListener: function() {
              var self = this;
              var parent = self._parent;
  
              // Only handle the `ended`` event if the duration is Infinity.
              if (parent._duration === Infinity) {
                  // Update the parent duration to match the real audio duration.
                  // Round up the duration to account for the lower precision in HTML5 Audio.
                  parent._duration = Math.ceil(self._node.duration * 10) / 10;
  
                  // Update the sprite that corresponds to the real duration.
                  if (parent._sprite.__default[1] === Infinity) {
                      parent._sprite.__default[1] = parent._duration * 1000;
                  }
  
                  // Run the regular ended method.
                  parent._ended(self);
              }
  
              // Clear the event listener since the duration is now correct.
              self._node.removeEventListener('ended', self._endFn, false);
          }
      };
  
      /** Helper Methods **/
      /***************************************************************************/
  
      var cache = {};
  
      /**
       * Buffer a sound from URL, Data URI or cache and decode to audio source (Web Audio API).
       * @param  {Howl} self
       */
      var loadBuffer = function(self) {
          var url = self._src;
  
          // Check if the buffer has already been cached and use it instead.
          if (cache[url]) {
              // Set the duration from the cache.
              self._duration = cache[url].duration;
  
              // Load the sound into this Howl.
              loadSound(self);
  
              return;
          }
  
          if (/^data:[^;]+;base64,/.test(url)) {
              // Decode the base64 data URI without XHR, since some browsers don't support it.
              var data = atob(url.split(',')[1]);
              var dataView = new Uint8Array(data.length);
              for (var i=0; i<data.length; ++i) {
                  dataView[i] = data.charCodeAt(i);
              }
  
              decodeAudioData(dataView.buffer, self);
          } else {
              // Load the buffer from the URL.
              var xhr = new XMLHttpRequest();
              xhr.open(self._xhr.method, url, true);
              xhr.withCredentials = self._xhr.withCredentials;
              xhr.responseType = 'arraybuffer';
  
              // Apply any custom headers to the request.
              if (self._xhr.headers) {
                  Object.keys(self._xhr.headers).forEach(function(key) {
                      xhr.setRequestHeader(key, self._xhr.headers[key]);
                  });
              }
  
              xhr.onload = function() {
                  // Make sure we get a successful response back.
                  var code = (xhr.status + '')[0];
                  if (code !== '0' && code !== '2' && code !== '3') {
                      self._emit('loaderror', null, 'Failed loading audio file with status: ' + xhr.status + '.');
                      return;
                  }
  
                  decodeAudioData(xhr.response, self);
              };
              xhr.onerror = function() {
                  // If there is an error, switch to HTML5 Audio.
                  if (self._webAudio) {
                      self._html5 = true;
                      self._webAudio = false;
                      self._sounds = [];
                      delete cache[url];
                      self.load();
                  }
              };
              safeXhrSend(xhr);
          }
      };
  
      /**
       * Send the XHR request wrapped in a try/catch.
       * @param  {Object} xhr XHR to send.
       */
      var safeXhrSend = function(xhr) {
          try {
              xhr.send();
          } catch (e) {
              xhr.onerror();
          }
      };
  
      /**
       * Decode audio data from an array buffer.
       * @param  {ArrayBuffer} arraybuffer The audio data.
       * @param  {Howl}        self
       */
      var decodeAudioData = function(arraybuffer, self) {
          // Fire a load error if something broke.
          var error = function() {
              self._emit('loaderror', null, 'Decoding audio data failed.');
          };
  
          // Load the sound on success.
          var success = function(buffer) {
              if (buffer && self._sounds.length > 0) {
                  cache[self._src] = buffer;
                  loadSound(self, buffer);
              } else {
                  error();
              }
          };
  
          // Decode the buffer into an audio source.
          if (typeof Promise !== 'undefined' && Howler.ctx.decodeAudioData.length === 1) {
              Howler.ctx.decodeAudioData(arraybuffer).then(success).catch(error);
          } else {
              Howler.ctx.decodeAudioData(arraybuffer, success, error);
          }
      }
  
      /**
       * Sound is now loaded, so finish setting everything up and fire the loaded event.
       * @param  {Howl} self
       * @param  {Object} buffer The decoded buffer sound source.
       */
      var loadSound = function(self, buffer) {
          // Set the duration.
          if (buffer && !self._duration) {
              self._duration = buffer.duration;
          }
  
          // Setup a sprite if none is defined.
          if (Object.keys(self._sprite).length === 0) {
              self._sprite = {__default: [0, self._duration * 1000]};
          }
  
          // Fire the loaded event.
          if (self._state !== 'loaded') {
              self._state = 'loaded';
              self._emit('load');
              self._loadQueue();
          }
      };
  
      /**
       * Setup the audio context when available, or switch to HTML5 Audio mode.
       */
      var setupAudioContext = function() {
          // If we have already detected that Web Audio isn't supported, don't run this step again.
          if (!Howler.usingWebAudio) {
              return;
          }
  
          // Check if we are using Web Audio and setup the AudioContext if we are.
          try {
              if (typeof AudioContext !== 'undefined') {
                  Howler.ctx = new AudioContext();
              } else if (typeof webkitAudioContext !== 'undefined') {
                  Howler.ctx = new webkitAudioContext();
              } else {
                  Howler.usingWebAudio = false;
              }
          } catch(e) {
              Howler.usingWebAudio = false;
          }
  
          // If the audio context creation still failed, set using web audio to false.
          if (!Howler.ctx) {
              Howler.usingWebAudio = false;
          }
  
          // Check if a webview is being used on iOS8 or earlier (rather than the browser).
          // If it is, disable Web Audio as it causes crashing.
          var iOS = (/iP(hone|od|ad)/.test(Howler._navigator && Howler._navigator.platform));
          var appVersion = Howler._navigator && Howler._navigator.appVersion.match(/OS (\d+)_(\d+)_?(\d+)?/);
          var version = appVersion ? parseInt(appVersion[1], 10) : null;
          if (iOS && version && version < 9) {
              var safari = /safari/.test(Howler._navigator && Howler._navigator.userAgent.toLowerCase());
              if (Howler._navigator && !safari) {
                  Howler.usingWebAudio = false;
              }
          }
  
          // Create and expose the master GainNode when using Web Audio (useful for plugins or advanced usage).
          if (Howler.usingWebAudio) {
              Howler.masterGain = (typeof Howler.ctx.createGain === 'undefined') ? Howler.ctx.createGainNode() : Howler.ctx.createGain();
              Howler.masterGain.gain.setValueAtTime(Howler._muted ? 0 : Howler._volume, Howler.ctx.currentTime);
              Howler.masterGain.connect(Howler.ctx.destination);
          }
  
          // Re-run the setup on Howler.
          Howler._setup();
      };
  
      // Add support for AMD (Asynchronous Module Definition) libraries such as require.js.
      if (typeof define === 'function' && define.amd) {
          define([], function() {
              return {
                  Howler: Howler,
                  Howl: Howl
              };
          });
      }
  
      // Add support for CommonJS libraries such as browserify.
      if (typeof exports !== 'undefined') {
          exports.Howler = Howler;
          exports.Howl = Howl;
      }
  
      // Add to global in Node.js (for testing, etc).
      if (typeof global !== 'undefined') {
          global.HowlerGlobal = HowlerGlobal;
          global.Howler = Howler;
          global.Howl = Howl;
          global.Sound = Sound;
      } else if (typeof window !== 'undefined') {  // Define globally in case AMD is not available or unused.
          window.HowlerGlobal = HowlerGlobal;
          window.Howler = Howler;
          window.Howl = Howl;
          window.Sound = Sound;
      }
  })();
  
  
  /*!
   *  Spatial Plugin - Adds support for stereo and 3D audio where Web Audio is supported.
   *
   *  howler.js v2.2.1
   *  howlerjs.com
   *
   *  (c) 2013-2020, James Simpson of GoldFire Studios
   *  goldfirestudios.com
   *
   *  MIT License
   */
  
  (function() {
  
      'use strict';
  
      // Setup default properties.
      HowlerGlobal.prototype._pos = [0, 0, 0];
      HowlerGlobal.prototype._orientation = [0, 0, -1, 0, 1, 0];
  
      /** Global Methods **/
      /***************************************************************************/
  
      /**
       * Helper method to update the stereo panning position of all current Howls.
       * Future Howls will not use this value unless explicitly set.
       * @param  {Number} pan A value of -1.0 is all the way left and 1.0 is all the way right.
       * @return {Howler/Number}     Self or current stereo panning value.
       */
      HowlerGlobal.prototype.stereo = function(pan) {
          var self = this;
  
          // Stop right here if not using Web Audio.
          if (!self.ctx || !self.ctx.listener) {
              return self;
          }
  
          // Loop through all Howls and update their stereo panning.
          for (var i=self._howls.length-1; i>=0; i--) {
              self._howls[i].stereo(pan);
          }
  
          return self;
      };
  
      /**
       * Get/set the position of the listener in 3D cartesian space. Sounds using
       * 3D position will be relative to the listener's position.
       * @param  {Number} x The x-position of the listener.
       * @param  {Number} y The y-position of the listener.
       * @param  {Number} z The z-position of the listener.
       * @return {Howler/Array}   Self or current listener position.
       */
      HowlerGlobal.prototype.pos = function(x, y, z) {
          var self = this;
  
          // Stop right here if not using Web Audio.
          if (!self.ctx || !self.ctx.listener) {
              return self;
          }
  
          // Set the defaults for optional 'y' & 'z'.
          y = (typeof y !== 'number') ? self._pos[1] : y;
          z = (typeof z !== 'number') ? self._pos[2] : z;
  
          if (typeof x === 'number') {
              self._pos = [x, y, z];
  
              if (typeof self.ctx.listener.positionX !== 'undefined') {
                  self.ctx.listener.positionX.setTargetAtTime(self._pos[0], Howler.ctx.currentTime, 0.1);
                  self.ctx.listener.positionY.setTargetAtTime(self._pos[1], Howler.ctx.currentTime, 0.1);
                  self.ctx.listener.positionZ.setTargetAtTime(self._pos[2], Howler.ctx.currentTime, 0.1);
              } else {
                  self.ctx.listener.setPosition(self._pos[0], self._pos[1], self._pos[2]);
              }
          } else {
              return self._pos;
          }
  
          return self;
      };
  
      /**
       * Get/set the direction the listener is pointing in the 3D cartesian space.
       * A front and up vector must be provided. The front is the direction the
       * face of the listener is pointing, and up is the direction the top of the
       * listener is pointing. Thus, these values are expected to be at right angles
       * from each other.
       * @param  {Number} x   The x-orientation of the listener.
       * @param  {Number} y   The y-orientation of the listener.
       * @param  {Number} z   The z-orientation of the listener.
       * @param  {Number} xUp The x-orientation of the top of the listener.
       * @param  {Number} yUp The y-orientation of the top of the listener.
       * @param  {Number} zUp The z-orientation of the top of the listener.
       * @return {Howler/Array}     Returns self or the current orientation vectors.
       */
      HowlerGlobal.prototype.orientation = function(x, y, z, xUp, yUp, zUp) {
          var self = this;
  
          // Stop right here if not using Web Audio.
          if (!self.ctx || !self.ctx.listener) {
              return self;
          }
  
          // Set the defaults for optional 'y' & 'z'.
          var or = self._orientation;
          y = (typeof y !== 'number') ? or[1] : y;
          z = (typeof z !== 'number') ? or[2] : z;
          xUp = (typeof xUp !== 'number') ? or[3] : xUp;
          yUp = (typeof yUp !== 'number') ? or[4] : yUp;
          zUp = (typeof zUp !== 'number') ? or[5] : zUp;
  
          if (typeof x === 'number') {
              self._orientation = [x, y, z, xUp, yUp, zUp];
  
              if (typeof self.ctx.listener.forwardX !== 'undefined') {
                  self.ctx.listener.forwardX.setTargetAtTime(x, Howler.ctx.currentTime, 0.1);
                  self.ctx.listener.forwardY.setTargetAtTime(y, Howler.ctx.currentTime, 0.1);
                  self.ctx.listener.forwardZ.setTargetAtTime(z, Howler.ctx.currentTime, 0.1);
                  self.ctx.listener.upX.setTargetAtTime(xUp, Howler.ctx.currentTime, 0.1);
                  self.ctx.listener.upY.setTargetAtTime(yUp, Howler.ctx.currentTime, 0.1);
                  self.ctx.listener.upZ.setTargetAtTime(zUp, Howler.ctx.currentTime, 0.1);
              } else {
                  self.ctx.listener.setOrientation(x, y, z, xUp, yUp, zUp);
              }
          } else {
              return or;
          }
  
          return self;
      };
  
      /** Group Methods **/
      /***************************************************************************/
  
      /**
       * Add new properties to the core init.
       * @param  {Function} _super Core init method.
       * @return {Howl}
       */
      Howl.prototype.init = (function(_super) {
          return function(o) {
              var self = this;
  
              // Setup user-defined default properties.
              self._orientation = o.orientation || [1, 0, 0];
              self._stereo = o.stereo || null;
              self._pos = o.pos || null;
              self._pannerAttr = {
                  coneInnerAngle: typeof o.coneInnerAngle !== 'undefined' ? o.coneInnerAngle : 360,
                  coneOuterAngle: typeof o.coneOuterAngle !== 'undefined' ? o.coneOuterAngle : 360,
                  coneOuterGain: typeof o.coneOuterGain !== 'undefined' ? o.coneOuterGain : 0,
                  distanceModel: typeof o.distanceModel !== 'undefined' ? o.distanceModel : 'inverse',
                  maxDistance: typeof o.maxDistance !== 'undefined' ? o.maxDistance : 10000,
                  panningModel: typeof o.panningModel !== 'undefined' ? o.panningModel : 'HRTF',
                  refDistance: typeof o.refDistance !== 'undefined' ? o.refDistance : 1,
                  rolloffFactor: typeof o.rolloffFactor !== 'undefined' ? o.rolloffFactor : 1
              };
  
              // Setup event listeners.
              self._onstereo = o.onstereo ? [{fn: o.onstereo}] : [];
              self._onpos = o.onpos ? [{fn: o.onpos}] : [];
              self._onorientation = o.onorientation ? [{fn: o.onorientation}] : [];
  
              // Complete initilization with howler.js core's init function.
              return _super.call(this, o);
          };
      })(Howl.prototype.init);
  
      /**
       * Get/set the stereo panning of the audio source for this sound or all in the group.
       * @param  {Number} pan  A value of -1.0 is all the way left and 1.0 is all the way right.
       * @param  {Number} id (optional) The sound ID. If none is passed, all in group will be updated.
       * @return {Howl/Number}    Returns self or the current stereo panning value.
       */
      Howl.prototype.stereo = function(pan, id) {
          var self = this;
  
          // Stop right here if not using Web Audio.
          if (!self._webAudio) {
              return self;
          }
  
          // If the sound hasn't loaded, add it to the load queue to change stereo pan when capable.
          if (self._state !== 'loaded') {
              self._queue.push({
                  event: 'stereo',
                  action: function() {
                      self.stereo(pan, id);
                  }
              });
  
              return self;
          }
  
          // Check for PannerStereoNode support and fallback to PannerNode if it doesn't exist.
          var pannerType = (typeof Howler.ctx.createStereoPanner === 'undefined') ? 'spatial' : 'stereo';
  
          // Setup the group's stereo panning if no ID is passed.
          if (typeof id === 'undefined') {
              // Return the group's stereo panning if no parameters are passed.
              if (typeof pan === 'number') {
                  self._stereo = pan;
                  self._pos = [pan, 0, 0];
              } else {
                  return self._stereo;
              }
          }
  
          // Change the streo panning of one or all sounds in group.
          var ids = self._getSoundIds(id);
          for (var i=0; i<ids.length; i++) {
              // Get the sound.
              var sound = self._soundById(ids[i]);
  
              if (sound) {
                  if (typeof pan === 'number') {
                      sound._stereo = pan;
                      sound._pos = [pan, 0, 0];
  
                      if (sound._node) {
                          // If we are falling back, make sure the panningModel is equalpower.
                          sound._pannerAttr.panningModel = 'equalpower';
  
                          // Check if there is a panner setup and create a new one if not.
                          if (!sound._panner || !sound._panner.pan) {
                              setupPanner(sound, pannerType);
                          }
  
                          if (pannerType === 'spatial') {
                              if (typeof sound._panner.positionX !== 'undefined') {
                                  sound._panner.positionX.setValueAtTime(pan, Howler.ctx.currentTime);
                                  sound._panner.positionY.setValueAtTime(0, Howler.ctx.currentTime);
                                  sound._panner.positionZ.setValueAtTime(0, Howler.ctx.currentTime);
                              } else {
                                  sound._panner.setPosition(pan, 0, 0);
                              }
                          } else {
                              sound._panner.pan.setValueAtTime(pan, Howler.ctx.currentTime);
                          }
                      }
  
                      self._emit('stereo', sound._id);
                  } else {
                      return sound._stereo;
                  }
              }
          }
  
          return self;
      };
  
      /**
       * Get/set the 3D spatial position of the audio source for this sound or group relative to the global listener.
       * @param  {Number} x  The x-position of the audio source.
       * @param  {Number} y  The y-position of the audio source.
       * @param  {Number} z  The z-position of the audio source.
       * @param  {Number} id (optional) The sound ID. If none is passed, all in group will be updated.
       * @return {Howl/Array}    Returns self or the current 3D spatial position: [x, y, z].
       */
      Howl.prototype.pos = function(x, y, z, id) {
          var self = this;
  
          // Stop right here if not using Web Audio.
          if (!self._webAudio) {
              return self;
          }
  
          // If the sound hasn't loaded, add it to the load queue to change position when capable.
          if (self._state !== 'loaded') {
              self._queue.push({
                  event: 'pos',
                  action: function() {
                      self.pos(x, y, z, id);
                  }
              });
  
              return self;
          }
  
          // Set the defaults for optional 'y' & 'z'.
          y = (typeof y !== 'number') ? 0 : y;
          z = (typeof z !== 'number') ? -0.5 : z;
  
          // Setup the group's spatial position if no ID is passed.
          if (typeof id === 'undefined') {
              // Return the group's spatial position if no parameters are passed.
              if (typeof x === 'number') {
                  self._pos = [x, y, z];
              } else {
                  return self._pos;
              }
          }
  
          // Change the spatial position of one or all sounds in group.
          var ids = self._getSoundIds(id);
          for (var i=0; i<ids.length; i++) {
              // Get the sound.
              var sound = self._soundById(ids[i]);
  
              if (sound) {
                  if (typeof x === 'number') {
                      sound._pos = [x, y, z];
  
                      if (sound._node) {
                          // Check if there is a panner setup and create a new one if not.
                          if (!sound._panner || sound._panner.pan) {
                              setupPanner(sound, 'spatial');
                          }
  
                          if (typeof sound._panner.positionX !== 'undefined') {
                              sound._panner.positionX.setValueAtTime(x, Howler.ctx.currentTime);
                              sound._panner.positionY.setValueAtTime(y, Howler.ctx.currentTime);
                              sound._panner.positionZ.setValueAtTime(z, Howler.ctx.currentTime);
                          } else {
                              sound._panner.setPosition(x, y, z);
                          }
                      }
  
                      self._emit('pos', sound._id);
                  } else {
                      return sound._pos;
                  }
              }
          }
  
          return self;
      };
  
      /**
       * Get/set the direction the audio source is pointing in the 3D cartesian coordinate
       * space. Depending on how direction the sound is, based on the `cone` attributes,
       * a sound pointing away from the listener can be quiet or silent.
       * @param  {Number} x  The x-orientation of the source.
       * @param  {Number} y  The y-orientation of the source.
       * @param  {Number} z  The z-orientation of the source.
       * @param  {Number} id (optional) The sound ID. If none is passed, all in group will be updated.
       * @return {Howl/Array}    Returns self or the current 3D spatial orientation: [x, y, z].
       */
      Howl.prototype.orientation = function(x, y, z, id) {
          var self = this;
  
          // Stop right here if not using Web Audio.
          if (!self._webAudio) {
              return self;
          }
  
          // If the sound hasn't loaded, add it to the load queue to change orientation when capable.
          if (self._state !== 'loaded') {
              self._queue.push({
                  event: 'orientation',
                  action: function() {
                      self.orientation(x, y, z, id);
                  }
              });
  
              return self;
          }
  
          // Set the defaults for optional 'y' & 'z'.
          y = (typeof y !== 'number') ? self._orientation[1] : y;
          z = (typeof z !== 'number') ? self._orientation[2] : z;
  
          // Setup the group's spatial orientation if no ID is passed.
          if (typeof id === 'undefined') {
              // Return the group's spatial orientation if no parameters are passed.
              if (typeof x === 'number') {
                  self._orientation = [x, y, z];
              } else {
                  return self._orientation;
              }
          }
  
          // Change the spatial orientation of one or all sounds in group.
          var ids = self._getSoundIds(id);
          for (var i=0; i<ids.length; i++) {
              // Get the sound.
              var sound = self._soundById(ids[i]);
  
              if (sound) {
                  if (typeof x === 'number') {
                      sound._orientation = [x, y, z];
  
                      if (sound._node) {
                          // Check if there is a panner setup and create a new one if not.
                          if (!sound._panner) {
                              // Make sure we have a position to setup the node with.
                              if (!sound._pos) {
                                  sound._pos = self._pos || [0, 0, -0.5];
                              }
  
                              setupPanner(sound, 'spatial');
                          }
  
                          if (typeof sound._panner.orientationX !== 'undefined') {
                              sound._panner.orientationX.setValueAtTime(x, Howler.ctx.currentTime);
                              sound._panner.orientationY.setValueAtTime(y, Howler.ctx.currentTime);
                              sound._panner.orientationZ.setValueAtTime(z, Howler.ctx.currentTime);
                          } else {
                              sound._panner.setOrientation(x, y, z);
                          }
                      }
  
                      self._emit('orientation', sound._id);
                  } else {
                      return sound._orientation;
                  }
              }
          }
  
          return self;
      };
  
      /**
       * Get/set the panner node's attributes for a sound or group of sounds.
       * This method can optionall take 0, 1 or 2 arguments.
       *   pannerAttr() -> Returns the group's values.
       *   pannerAttr(id) -> Returns the sound id's values.
       *   pannerAttr(o) -> Set's the values of all sounds in this Howl group.
       *   pannerAttr(o, id) -> Set's the values of passed sound id.
       *
       *   Attributes:
       *     coneInnerAngle - (360 by default) A parameter for directional audio sources, this is an angle, in degrees,
       *                      inside of which there will be no volume reduction.
       *     coneOuterAngle - (360 by default) A parameter for directional audio sources, this is an angle, in degrees,
       *                      outside of which the volume will be reduced to a constant value of `coneOuterGain`.
       *     coneOuterGain - (0 by default) A parameter for directional audio sources, this is the gain outside of the
       *                     `coneOuterAngle`. It is a linear value in the range `[0, 1]`.
       *     distanceModel - ('inverse' by default) Determines algorithm used to reduce volume as audio moves away from
       *                     listener. Can be `linear`, `inverse` or `exponential.
       *     maxDistance - (10000 by default) The maximum distance between source and listener, after which the volume
       *                   will not be reduced any further.
       *     refDistance - (1 by default) A reference distance for reducing volume as source moves further from the listener.
       *                   This is simply a variable of the distance model and has a different effect depending on which model
       *                   is used and the scale of your coordinates. Generally, volume will be equal to 1 at this distance.
       *     rolloffFactor - (1 by default) How quickly the volume reduces as source moves from listener. This is simply a
       *                     variable of the distance model and can be in the range of `[0, 1]` with `linear` and `[0, ∞]`
       *                     with `inverse` and `exponential`.
       *     panningModel - ('HRTF' by default) Determines which spatialization algorithm is used to position audio.
       *                     Can be `HRTF` or `equalpower`.
       *
       * @return {Howl/Object} Returns self or current panner attributes.
       */
      Howl.prototype.pannerAttr = function() {
          var self = this;
          var args = arguments;
          var o, id, sound;
  
          // Stop right here if not using Web Audio.
          if (!self._webAudio) {
              return self;
          }
  
          // Determine the values based on arguments.
          if (args.length === 0) {
              // Return the group's panner attribute values.
              return self._pannerAttr;
          } else if (args.length === 1) {
              if (typeof args[0] === 'object') {
                  o = args[0];
  
                  // Set the grou's panner attribute values.
                  if (typeof id === 'undefined') {
                      if (!o.pannerAttr) {
                          o.pannerAttr = {
                              coneInnerAngle: o.coneInnerAngle,
                              coneOuterAngle: o.coneOuterAngle,
                              coneOuterGain: o.coneOuterGain,
                              distanceModel: o.distanceModel,
                              maxDistance: o.maxDistance,
                              refDistance: o.refDistance,
                              rolloffFactor: o.rolloffFactor,
                              panningModel: o.panningModel
                          };
                      }
  
                      self._pannerAttr = {
                          coneInnerAngle: typeof o.pannerAttr.coneInnerAngle !== 'undefined' ? o.pannerAttr.coneInnerAngle : self._coneInnerAngle,
                          coneOuterAngle: typeof o.pannerAttr.coneOuterAngle !== 'undefined' ? o.pannerAttr.coneOuterAngle : self._coneOuterAngle,
                          coneOuterGain: typeof o.pannerAttr.coneOuterGain !== 'undefined' ? o.pannerAttr.coneOuterGain : self._coneOuterGain,
                          distanceModel: typeof o.pannerAttr.distanceModel !== 'undefined' ? o.pannerAttr.distanceModel : self._distanceModel,
                          maxDistance: typeof o.pannerAttr.maxDistance !== 'undefined' ? o.pannerAttr.maxDistance : self._maxDistance,
                          refDistance: typeof o.pannerAttr.refDistance !== 'undefined' ? o.pannerAttr.refDistance : self._refDistance,
                          rolloffFactor: typeof o.pannerAttr.rolloffFactor !== 'undefined' ? o.pannerAttr.rolloffFactor : self._rolloffFactor,
                          panningModel: typeof o.pannerAttr.panningModel !== 'undefined' ? o.pannerAttr.panningModel : self._panningModel
                      };
                  }
              } else {
                  // Return this sound's panner attribute values.
                  sound = self._soundById(parseInt(args[0], 10));
                  return sound ? sound._pannerAttr : self._pannerAttr;
              }
          } else if (args.length === 2) {
              o = args[0];
              id = parseInt(args[1], 10);
          }
  
          // Update the values of the specified sounds.
          var ids = self._getSoundIds(id);
          for (var i=0; i<ids.length; i++) {
              sound = self._soundById(ids[i]);
  
              if (sound) {
                  // Merge the new values into the sound.
                  var pa = sound._pannerAttr;
                  pa = {
                      coneInnerAngle: typeof o.coneInnerAngle !== 'undefined' ? o.coneInnerAngle : pa.coneInnerAngle,
                      coneOuterAngle: typeof o.coneOuterAngle !== 'undefined' ? o.coneOuterAngle : pa.coneOuterAngle,
                      coneOuterGain: typeof o.coneOuterGain !== 'undefined' ? o.coneOuterGain : pa.coneOuterGain,
                      distanceModel: typeof o.distanceModel !== 'undefined' ? o.distanceModel : pa.distanceModel,
                      maxDistance: typeof o.maxDistance !== 'undefined' ? o.maxDistance : pa.maxDistance,
                      refDistance: typeof o.refDistance !== 'undefined' ? o.refDistance : pa.refDistance,
                      rolloffFactor: typeof o.rolloffFactor !== 'undefined' ? o.rolloffFactor : pa.rolloffFactor,
                      panningModel: typeof o.panningModel !== 'undefined' ? o.panningModel : pa.panningModel
                  };
  
                  // Update the panner values or create a new panner if none exists.
                  var panner = sound._panner;
                  if (panner) {
                      panner.coneInnerAngle = pa.coneInnerAngle;
                      panner.coneOuterAngle = pa.coneOuterAngle;
                      panner.coneOuterGain = pa.coneOuterGain;
                      panner.distanceModel = pa.distanceModel;
                      panner.maxDistance = pa.maxDistance;
                      panner.refDistance = pa.refDistance;
                      panner.rolloffFactor = pa.rolloffFactor;
                      panner.panningModel = pa.panningModel;
                  } else {
                      // Make sure we have a position to setup the node with.
                      if (!sound._pos) {
                          sound._pos = self._pos || [0, 0, -0.5];
                      }
  
                      // Create a new panner node.
                      setupPanner(sound, 'spatial');
                  }
              }
          }
  
          return self;
      };
  
      /** Single Sound Methods **/
      /***************************************************************************/
  
      /**
       * Add new properties to the core Sound init.
       * @param  {Function} _super Core Sound init method.
       * @return {Sound}
       */
      Sound.prototype.init = (function(_super) {
          return function() {
              var self = this;
              var parent = self._parent;
  
              // Setup user-defined default properties.
              self._orientation = parent._orientation;
              self._stereo = parent._stereo;
              self._pos = parent._pos;
              self._pannerAttr = parent._pannerAttr;
  
              // Complete initilization with howler.js core Sound's init function.
              _super.call(this);
  
              // If a stereo or position was specified, set it up.
              if (self._stereo) {
                  parent.stereo(self._stereo);
              } else if (self._pos) {
                  parent.pos(self._pos[0], self._pos[1], self._pos[2], self._id);
              }
          };
      })(Sound.prototype.init);
  
      /**
       * Override the Sound.reset method to clean up properties from the spatial plugin.
       * @param  {Function} _super Sound reset method.
       * @return {Sound}
       */
      Sound.prototype.reset = (function(_super) {
          return function() {
              var self = this;
              var parent = self._parent;
  
              // Reset all spatial plugin properties on this sound.
              self._orientation = parent._orientation;
              self._stereo = parent._stereo;
              self._pos = parent._pos;
              self._pannerAttr = parent._pannerAttr;
  
              // If a stereo or position was specified, set it up.
              if (self._stereo) {
                  parent.stereo(self._stereo);
              } else if (self._pos) {
                  parent.pos(self._pos[0], self._pos[1], self._pos[2], self._id);
              } else if (self._panner) {
                  // Disconnect the panner.
                  self._panner.disconnect(0);
                  self._panner = undefined;
                  parent._refreshBuffer(self);
              }
  
              // Complete resetting of the sound.
              return _super.call(this);
          };
      })(Sound.prototype.reset);
  
      /** Helper Methods **/
      /***************************************************************************/
  
      /**
       * Create a new panner node and save it on the sound.
       * @param  {Sound} sound Specific sound to setup panning on.
       * @param {String} type Type of panner to create: 'stereo' or 'spatial'.
       */
      var setupPanner = function(sound, type) {
          type = type || 'spatial';
  
          // Create the new panner node.
          if (type === 'spatial') {
              sound._panner = Howler.ctx.createPanner();
              sound._panner.coneInnerAngle = sound._pannerAttr.coneInnerAngle;
              sound._panner.coneOuterAngle = sound._pannerAttr.coneOuterAngle;
              sound._panner.coneOuterGain = sound._pannerAttr.coneOuterGain;
              sound._panner.distanceModel = sound._pannerAttr.distanceModel;
              sound._panner.maxDistance = sound._pannerAttr.maxDistance;
              sound._panner.refDistance = sound._pannerAttr.refDistance;
              sound._panner.rolloffFactor = sound._pannerAttr.rolloffFactor;
              sound._panner.panningModel = sound._pannerAttr.panningModel;
  
              if (typeof sound._panner.positionX !== 'undefined') {
                  sound._panner.positionX.setValueAtTime(sound._pos[0], Howler.ctx.currentTime);
                  sound._panner.positionY.setValueAtTime(sound._pos[1], Howler.ctx.currentTime);
                  sound._panner.positionZ.setValueAtTime(sound._pos[2], Howler.ctx.currentTime);
              } else {
                  sound._panner.setPosition(sound._pos[0], sound._pos[1], sound._pos[2]);
              }
  
              if (typeof sound._panner.orientationX !== 'undefined') {
                  sound._panner.orientationX.setValueAtTime(sound._orientation[0], Howler.ctx.currentTime);
                  sound._panner.orientationY.setValueAtTime(sound._orientation[1], Howler.ctx.currentTime);
                  sound._panner.orientationZ.setValueAtTime(sound._orientation[2], Howler.ctx.currentTime);
              } else {
                  sound._panner.setOrientation(sound._orientation[0], sound._orientation[1], sound._orientation[2]);
              }
          } else {
              sound._panner = Howler.ctx.createStereoPanner();
              sound._panner.pan.setValueAtTime(sound._stereo, Howler.ctx.currentTime);
          }
  
          sound._panner.connect(sound._node);
  
          // Update the connections.
          if (!sound._paused) {
              sound._parent.pause(sound._id, true).play(sound._id, true);
          }
      };
  })();