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/*!
 *  howler.js v2.2.3
 *  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=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 ua = self._navigator ? self._navigator.userAgent : '';
      var checkOpera = ua.match(/OPR\/([0-6].)/g);
      var isOldOpera = (checkOpera && parseInt(checkOpera[0].split('/')[1], 10) < 33);
      var checkSafari = ua.indexOf('Safari') !== -1 && ua.indexOf('Chrome') === -1;
      var safariVersion = ua.match(/Version\/(.*?) /);
      var isOldSafari = (checkSafari && safariVersion && parseInt(safariVersion[1], 10) < 15);

      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: !!(!isOldSafari && audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, '')),
        webm: !!(!isOldSafari && audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, '')),
        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= 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);
          document.removeEventListener('keydown', unlock, true);

          // Let all sounds know that audio has been unlocked.
          for (var i=0; i 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);
                  } else {
                    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);
            }

            // 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;
          self._state = 'loading';

          var listener = function() {
            self._state = 'loaded';
           s
            // 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 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 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 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 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.
        if (self._sounds.length) {
          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 0;
      }

      // 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() {
            // Restart the playback if the sound was playing.
            if (playing) {
              self.play(id, true);
            }

            self._emit('seek', id);
          };

          // 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= 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= 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=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=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= 0;

      if (!node.bufferSource) {
        return self;
      }

      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 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;
  }
})();




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