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v2.1.3
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CHANGELOG.md

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## 2.1.3 (December 24, 2019)
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- `FIXED` Don't try to obtain HTML5 audio if there is no audio support ([#1191](https://github.com/goldfire/howler.js/issues/1191)).
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- `FIXED` The x/y/z orientations for the top of the listener weren't being set properly ([#1221](https://github.com/goldfire/howler.js/pull/1221)).
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- `FIXED` Race condition that could prevent looping audio from always looping ([#1225](https://github.com/goldfire/howler.js/pull/1225)).
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- `FIXED` Race condition that could cause the main volume to be reset to 1 if called before `unlockAudio` ([#1210](https://github.com/goldfire/howler.js/pull/1210)).
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## 2.1.2 (April 19, 2019)
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- `FIXED` Removed browser check for auto play unlock since all major browsers now implement this.
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- `FIXED` Live streams now stop downloading when they are stopped, also fixing issue in Chrome with stopping twice ([#1129](https://github.com/goldfire/howler.js/issues/1129)).

dist/howler.core.min.js

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dist/howler.js

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/*!
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* howler.js v2.1.2
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* howler.js v2.1.3
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* howlerjs.com
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*
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* (c) 2013-2019, James Simpson of GoldFire Studios
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var timeout = (duration * 1000) / Math.abs(sound._rate);
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var start = self._sprite[sprite][0] / 1000;
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var stop = (self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000;
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var loop = !!(sound._loop || self._sprite[sprite][2]);
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sound._sprite = sprite;
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// Mark the sound as ended instantly so that this async playback
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sound._seek = seek;
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sound._start = start;
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sound._stop = stop;
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sound._loop = loop;
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sound._loop = !!(sound._loop || self._sprite[sprite][2]);
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};
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// End the sound instantly if seek is at the end.
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},
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/**
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* Fade a currently playing sound between two volumes (if no id is passsed, all sounds will fade).
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* Fade a currently playing sound between two volumes (if no id is passed, all sounds will fade).
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* @param {Number} from The value to fade from (0.0 to 1.0).
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* @param {Number} to The volume to fade to (0.0 to 1.0).
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* @param {Number} len Time in milliseconds to fade.
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self._node.gain.setValueAtTime(volume, Howler.ctx.currentTime);
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self._node.paused = true;
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self._node.connect(Howler.masterGain);
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} else {
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} else if (!Howler.noAudio) {
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// Get an unlocked Audio object from the pool.
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self._node = Howler._obtainHtml5Audio();
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// Create and expose the master GainNode when using Web Audio (useful for plugins or advanced usage).
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if (Howler.usingWebAudio) {
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Howler.masterGain = (typeof Howler.ctx.createGain === 'undefined') ? Howler.ctx.createGainNode() : Howler.ctx.createGain();
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Howler.masterGain.gain.setValueAtTime(Howler._muted ? 0 : 1, Howler.ctx.currentTime);
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Howler.masterGain.gain.setValueAtTime(Howler._muted ? 0 : Howler._volume, Howler.ctx.currentTime);
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Howler.masterGain.connect(Howler.ctx.destination);
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}
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/*!
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* Spatial Plugin - Adds support for stereo and 3D audio where Web Audio is supported.
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*
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* howler.js v2.1.2
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* howler.js v2.1.3
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* howlerjs.com
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*
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* (c) 2013-2019, James Simpson of GoldFire Studios
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self.ctx.listener.forwardX.setTargetAtTime(x, Howler.ctx.currentTime, 0.1);
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self.ctx.listener.forwardY.setTargetAtTime(y, Howler.ctx.currentTime, 0.1);
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self.ctx.listener.forwardZ.setTargetAtTime(z, Howler.ctx.currentTime, 0.1);
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self.ctx.listener.upX.setTargetAtTime(x, Howler.ctx.currentTime, 0.1);
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self.ctx.listener.upY.setTargetAtTime(y, Howler.ctx.currentTime, 0.1);
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self.ctx.listener.upZ.setTargetAtTime(z, Howler.ctx.currentTime, 0.1);
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self.ctx.listener.upX.setTargetAtTime(xUp, Howler.ctx.currentTime, 0.1);
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self.ctx.listener.upY.setTargetAtTime(yUp, Howler.ctx.currentTime, 0.1);
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self.ctx.listener.upZ.setTargetAtTime(zUp, Howler.ctx.currentTime, 0.1);
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} else {
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self.ctx.listener.setOrientation(x, y, z, xUp, yUp, zUp);
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}

dist/howler.min.js

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dist/howler.spatial.min.js

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package.json

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{
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"name": "howler",
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"version": "2.1.2",
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"version": "2.1.3",
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"description": "Javascript audio library for the modern web.",
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"homepage": "https://howlerjs.com",
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"keywords": [

src/howler.core.js

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/*!
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* howler.js v2.1.2
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* howler.js v2.1.3
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* howlerjs.com
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*
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* (c) 2013-2019, James Simpson of GoldFire Studios

src/plugins/howler.spatial.js

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/*!
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* Spatial Plugin - Adds support for stereo and 3D audio where Web Audio is supported.
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*
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* howler.js v2.1.2
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* howler.js v2.1.3
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* howlerjs.com
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*
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* (c) 2013-2019, James Simpson of GoldFire Studios

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