| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081408240834084408540864087408840894090409140924093409440954096409740984099410041014102410341044105410641074108410941104111411241134114411541164117411841194120412141224123412441254126412741284129413041314132413341344135413641374138413941404141414241434144414541464147414841494150415141524153415441554156415741584159416041614162416341644165416641674168416941704171417241734174417541764177417841794180418141824183418441854186418741884189419041914192419341944195419641974198419942004201420242034204420542064207420842094210421142124213421442154216421742184219422042214222422342244225422642274228422942304231423242334234423542364237423842394240424142424243424442454246424742484249425042514252425342544255425642574258425942604261426242634264426542664267426842694270427142724273427442754276427742784279428042814282428342844285428642874288428942904291429242934294429542964297429842994300430143024303430443054306430743084309431043114312431343144315431643174318431943204321432243234324432543264327432843294330433143324333433443354336433743384339434043414342434343444345434643474348434943504351435243534354435543564357435843594360436143624363436443654366436743684369437043714372437343744375437643774378437943804381438243834384438543864387438843894390439143924393439443954396439743984399440044014402440344044405440644074408440944104411441244134414441544164417441844194420442144224423442444254426442744284429443044314432443344344435443644374438443944404441444244434444444544464447444844494450445144524453445444554456445744584459446044614462446344644465446644674468446944704471447244734474447544764477447844794480448144824483448444854486448744884489449044914492449344944495449644974498449945004501450245034504450545064507450845094510451145124513451445154516451745184519452045214522452345244525452645274528452945304531453245334534453545364537453845394540454145424543454445454546454745484549455045514552455345544555455645574558455945604561456245634564456545664567456845694570457145724573457445754576457745784579458045814582458345844585458645874588458945904591459245934594459545964597459845994600460146024603460446054606460746084609461046114612461346144615461646174618461946204621462246234624462546264627462846294630463146324633463446354636463746384639464046414642464346444645464646474648464946504651465246534654465546564657465846594660466146624663466446654666466746684669467046714672467346744675467646774678467946804681468246834684468546864687468846894690469146924693469446954696469746984699470047014702470347044705470647074708470947104711471247134714471547164717471847194720472147224723472447254726472747284729473047314732473347344735473647374738473947404741474247434744474547464747474847494750475147524753475447554756475747584759476047614762476347644765476647674768476947704771477247734774477547764777477847794780478147824783478447854786478747884789479047914792479347944795479647974798479948004801480248034804480548064807480848094810481148124813481448154816481748184819482048214822482348244825482648274828482948304831483248334834483548364837483848394840484148424843484448454846484748484849485048514852485348544855485648574858485948604861486248634864486548664867486848694870487148724873487448754876487748784879488048814882488348844885488648874888488948904891489248934894489548964897489848994900490149024903490449054906490749084909491049114912491349144915491649174918491949204921492249234924492549264927492849294930493149324933493449354936493749384939494049414942494349444945494649474948494949504951495249534954495549564957495849594960496149624963496449654966496749684969497049714972497349744975497649774978497949804981498249834984498549864987498849894990499149924993499449954996499749984999500050015002500350045005500650075008500950105011501250135014501550165017501850195020502150225023502450255026502750285029503050315032503350345035503650375038503950405041504250435044504550465047504850495050505150525053505450555056505750585059506050615062506350645065506650675068506950705071507250735074507550765077507850795080508150825083508450855086508750885089509050915092509350945095509650975098509951005101510251035104510551065107510851095110511151125113511451155116511751185119512051215122512351245125512651275128512951305131513251335134513551365137513851395140514151425143514451455146514751485149515051515152515351545155515651575158515951605161516251635164516551665167516851695170517151725173517451755176517751785179518051815182518351845185518651875188518951905191519251935194519551965197519851995200520152025203520452055206520752085209521052115212521352145215521652175218521952205221522252235224522552265227522852295230523152325233523452355236523752385239524052415242524352445245524652475248524952505251525252535254525552565257525852595260526152625263526452655266526752685269527052715272527352745275527652775278527952805281528252835284528552865287528852895290529152925293529452955296529752985299530053015302530353045305530653075308530953105311531253135314531553165317531853195320532153225323532453255326532753285329533053315332533353345335533653375338533953405341534253435344534553465347534853495350535153525353535453555356535753585359536053615362536353645365536653675368536953705371537253735374537553765377537853795380538153825383538453855386538753885389539053915392539353945395539653975398539954005401540254035404540554065407540854095410541154125413541454155416541754185419542054215422542354245425542654275428542954305431543254335434543554365437543854395440544154425443544454455446544754485449545054515452545354545455545654575458545954605461546254635464546554665467546854695470547154725473547454755476547754785479548054815482548354845485548654875488548954905491549254935494549554965497549854995500550155025503550455055506550755085509551055115512551355145515551655175518551955205521552255235524552555265527552855295530553155325533553455355536553755385539554055415542554355445545554655475548554955505551555255535554555555565557555855595560556155625563556455655566556755685569557055715572557355745575557655775578557955805581558255835584558555865587558855895590559155925593559455955596559755985599560056015602560356045605560656075608560956105611561256135614561556165617561856195620562156225623562456255626562756285629563056315632563356345635563656375638563956405641564256435644564556465647564856495650565156525653565456555656565756585659566056615662566356645665566656675668566956705671567256735674567556765677567856795680568156825683568456855686568756885689569056915692569356945695569656975698569957005701570257035704570557065707570857095710571157125713571457155716571757185719572057215722572357245725572657275728572957305731573257335734573557365737573857395740574157425743574457455746574757485749575057515752575357545755575657575758575957605761576257635764576557665767576857695770577157725773577457755776577757785779578057815782578357845785578657875788578957905791579257935794579557965797579857995800580158025803580458055806580758085809581058115812581358145815581658175818581958205821582258235824582558265827582858295830583158325833583458355836583758385839584058415842584358445845584658475848584958505851585258535854585558565857585858595860586158625863586458655866586758685869587058715872587358745875587658775878587958805881588258835884588558865887588858895890589158925893589458955896589758985899590059015902590359045905590659075908590959105911591259135914591559165917591859195920592159225923592459255926592759285929593059315932593359345935593659375938593959405941594259435944594559465947594859495950595159525953595459555956595759585959596059615962596359645965596659675968596959705971597259735974597559765977597859795980598159825983598459855986598759885989599059915992599359945995599659975998599960006001600260036004600560066007600860096010601160126013601460156016601760186019602060216022602360246025602660276028602960306031603260336034603560366037603860396040604160426043604460456046604760486049605060516052605360546055605660576058605960606061606260636064606560666067606860696070607160726073607460756076607760786079608060816082608360846085608660876088608960906091609260936094609560966097609860996100610161026103610461056106610761086109611061116112611361146115611661176118611961206121612261236124612561266127612861296130613161326133613461356136613761386139614061416142614361446145614661476148614961506151615261536154615561566157615861596160616161626163616461656166616761686169617061716172617361746175617661776178617961806181618261836184618561866187618861896190619161926193619461956196619761986199620062016202620362046205620662076208620962106211621262136214621562166217621862196220622162226223622462256226622762286229623062316232623362346235623662376238623962406241624262436244624562466247624862496250625162526253625462556256625762586259626062616262626362646265626662676268626962706271627262736274627562766277627862796280628162826283628462856286628762886289629062916292629362946295629662976298629963006301630263036304630563066307630863096310631163126313631463156316631763186319632063216322632363246325632663276328632963306331633263336334633563366337633863396340634163426343634463456346634763486349635063516352635363546355635663576358635963606361636263636364636563666367636863696370637163726373637463756376637763786379638063816382638363846385638663876388638963906391639263936394639563966397639863996400640164026403640464056406640764086409641064116412641364146415641664176418641964206421642264236424642564266427642864296430643164326433643464356436643764386439644064416442644364446445644664476448644964506451645264536454645564566457645864596460646164626463646464656466646764686469647064716472647364746475647664776478647964806481648264836484648564866487648864896490649164926493649464956496649764986499650065016502650365046505650665076508650965106511651265136514651565166517651865196520652165226523652465256526652765286529653065316532653365346535653665376538653965406541654265436544654565466547654865496550655165526553655465556556655765586559656065616562656365646565656665676568656965706571657265736574657565766577657865796580658165826583658465856586658765886589659065916592659365946595659665976598659966006601660266036604660566066607660866096610661166126613661466156616661766186619662066216622662366246625662666276628662966306631663266336634663566366637663866396640664166426643664466456646664766486649665066516652665366546655665666576658665966606661666266636664666566666667666866696670667166726673667466756676667766786679668066816682668366846685668666876688668966906691669266936694669566966697669866996700670167026703670467056706670767086709671067116712671367146715671667176718671967206721672267236724672567266727672867296730673167326733673467356736673767386739674067416742674367446745674667476748674967506751675267536754675567566757675867596760676167626763676467656766676767686769677067716772677367746775677667776778677967806781678267836784678567866787678867896790679167926793679467956796679767986799680068016802680368046805680668076808680968106811681268136814681568166817681868196820682168226823682468256826682768286829683068316832683368346835683668376838683968406841684268436844684568466847684868496850685168526853685468556856685768586859686068616862686368646865686668676868686968706871687268736874687568766877687868796880688168826883688468856886688768886889689068916892689368946895689668976898689969006901690269036904690569066907690869096910691169126913691469156916691769186919692069216922692369246925692669276928692969306931693269336934693569366937693869396940694169426943694469456946694769486949695069516952695369546955695669576958695969606961696269636964696569666967696869696970697169726973697469756976697769786979698069816982698369846985698669876988698969906991699269936994699569966997699869997000700170027003700470057006700770087009701070117012701370147015701670177018701970207021702270237024702570267027702870297030703170327033703470357036703770387039704070417042704370447045704670477048704970507051705270537054705570567057705870597060706170627063706470657066706770687069707070717072707370747075707670777078707970807081708270837084708570867087708870897090709170927093709470957096709770987099710071017102710371047105710671077108710971107111711271137114711571167117711871197120712171227123712471257126712771287129713071317132713371347135713671377138713971407141714271437144714571467147714871497150715171527153715471557156715771587159716071617162716371647165716671677168716971707171717271737174717571767177717871797180718171827183718471857186718771887189719071917192719371947195719671977198719972007201720272037204720572067207720872097210721172127213721472157216721772187219722072217222722372247225722672277228722972307231723272337234723572367237723872397240724172427243724472457246724772487249725072517252725372547255725672577258725972607261726272637264726572667267726872697270727172727273727472757276727772787279728072817282728372847285728672877288728972907291729272937294729572967297729872997300730173027303730473057306730773087309731073117312731373147315731673177318731973207321732273237324732573267327732873297330733173327333733473357336733773387339734073417342734373447345734673477348734973507351735273537354735573567357735873597360736173627363736473657366736773687369737073717372737373747375737673777378737973807381738273837384738573867387738873897390739173927393739473957396739773987399740074017402740374047405740674077408740974107411741274137414741574167417741874197420742174227423742474257426742774287429743074317432743374347435743674377438743974407441744274437444744574467447744874497450745174527453745474557456745774587459746074617462746374647465746674677468746974707471747274737474747574767477747874797480748174827483748474857486748774887489749074917492749374947495749674977498749975007501750275037504750575067507750875097510751175127513751475157516751775187519752075217522752375247525752675277528752975307531753275337534753575367537753875397540754175427543754475457546754775487549755075517552755375547555755675577558755975607561756275637564756575667567756875697570757175727573757475757576757775787579758075817582758375847585758675877588758975907591759275937594759575967597759875997600760176027603760476057606760776087609761076117612761376147615761676177618761976207621762276237624762576267627762876297630763176327633763476357636763776387639764076417642764376447645764676477648764976507651765276537654765576567657765876597660766176627663766476657666766776687669767076717672767376747675767676777678767976807681768276837684768576867687768876897690769176927693769476957696769776987699770077017702770377047705770677077708770977107711771277137714771577167717771877197720772177227723772477257726772777287729773077317732773377347735773677377738773977407741774277437744774577467747774877497750775177527753775477557756775777587759776077617762776377647765776677677768776977707771777277737774777577767777777877797780778177827783778477857786778777887789779077917792779377947795779677977798779978007801780278037804780578067807780878097810781178127813781478157816781778187819782078217822782378247825782678277828782978307831783278337834783578367837783878397840784178427843784478457846784778487849785078517852785378547855785678577858785978607861786278637864786578667867786878697870787178727873787478757876787778787879788078817882788378847885788678877888788978907891789278937894789578967897789878997900790179027903790479057906790779087909791079117912791379147915791679177918791979207921792279237924792579267927792879297930793179327933793479357936793779387939794079417942794379447945794679477948794979507951795279537954795579567957795879597960796179627963796479657966796779687969797079717972797379747975797679777978797979807981798279837984798579867987798879897990799179927993799479957996799779987999800080018002800380048005800680078008800980108011801280138014801580168017801880198020802180228023802480258026802780288029803080318032803380348035803680378038803980408041804280438044804580468047804880498050805180528053805480558056805780588059806080618062806380648065806680678068806980708071807280738074807580768077807880798080 | /*!* SoundJS* Visit http://createjs.com/ for documentation, updates and examples.** Copyright (c) 2010 gskinner.com, inc.** Permission is hereby granted, free of charge, to any person* obtaining a copy of this software and associated documentation* files (the "Software"), to deal in the Software without* restriction, including without limitation the rights to use,* copy, modify, merge, publish, distribute, sublicense, and/or sell* copies of the Software, and to permit persons to whom the* Software is furnished to do so, subject to the following* conditions:** The above copyright notice and this permission notice shall be* included in all copies or substantial portions of the Software.** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR* OTHER DEALINGS IN THE SOFTWARE.*/// @ts-nocheck//##############################################################################// version.js//##############################################################################let createjs: any = window.createjs || {};(function () {	/**	 * Static class holding library specific information such as the version and buildDate of the library.	 * The SoundJS class has been renamed {{#crossLink "Sound"}}{{/crossLink}}.  Please see {{#crossLink "Sound"}}{{/crossLink}}	 * for information on using sound.	 * @class SoundJS	 **/	var s = createjs.SoundJS = createjs.SoundJS || {};	/**	 * The version string for this release.	 * @property version	 * @type String	 * @static	 **/	s.version = /*=version*/"NEXT"; // injected by build process	/**	 * The build date for this release in UTC format.	 * @property buildDate	 * @type String	 * @static	 **/	s.buildDate = /*=date*/"Thu, 12 Oct 2017 16:33:45 GMT"; // injected by build process})();//##############################################################################// extend.js//##############################################################################/** * @class Utility Methods *//** * Sets up the prototype chain and constructor property for a new class. * * This should be called right after creating the class constructor. * * 	function MySubClass() {} * 	createjs.extend(MySubClass, MySuperClass); * 	MySubClass.prototype.doSomething = function() { } * * 	var foo = new MySubClass(); * 	console.log(foo instanceof MySuperClass); // true * 	console.log(foo.prototype.constructor === MySubClass); // true * * @method extend * @param {Function} subclass The subclass. * @param {Function} superclass The superclass to extend. * @return {Function} Returns the subclass's new prototype. */createjs.extend = function(subclass, superclass) {	"use strict";	function o() { this.constructor = subclass; }	o.prototype = superclass.prototype;	return (subclass.prototype = new o());};//##############################################################################// promote.js//##############################################################################/** * @class Utility Methods *//** * Promotes any methods on the super class that were overridden, by creating an alias in the format `prefix_methodName`. * It is recommended to use the super class's name as the prefix. * An alias to the super class's constructor is always added in the format `prefix_constructor`. * This allows the subclass to call super class methods without using `function.call`, providing better performance. * * For example, if `MySubClass` extends `MySuperClass`, and both define a `draw` method, then calling `promote(MySubClass, "MySuperClass")` * would add a `MySuperClass_constructor` method to MySubClass and promote the `draw` method on `MySuperClass` to the * prototype of `MySubClass` as `MySuperClass_draw`. * * This should be called after the class's prototype is fully defined. * * 	function ClassA(name) { * 		this.name = name; * 	} * 	ClassA.prototype.greet = function() { * 		return "Hello "+this.name; * 	} * * 	function ClassB(name, punctuation) { * 		this.ClassA_constructor(name); * 		this.punctuation = punctuation; * 	} * 	createjs.extend(ClassB, ClassA); * 	ClassB.prototype.greet = function() { * 		return this.ClassA_greet()+this.punctuation; * 	} * 	createjs.promote(ClassB, "ClassA"); * * 	var foo = new ClassB("World", "!?!"); * 	console.log(foo.greet()); // Hello World!?! * * @method promote * @param {Function} subclass The class to promote super class methods on. * @param {String} prefix The prefix to add to the promoted method names. Usually the name of the superclass. * @return {Function} Returns the subclass. */createjs.promote = function(subclass, prefix) {	"use strict";	var subP = subclass.prototype, supP = (Object.getPrototypeOf&&Object.getPrototypeOf(subP))||subP.__proto__;	if (supP) {		subP[(prefix+="_") + "constructor"] = supP.constructor; // constructor is not always innumerable		for (var n in supP) {			if (subP.hasOwnProperty(n) && (typeof supP[n] == "function")) { subP[prefix + n] = supP[n]; }		}	}	return subclass;};//##############################################################################// deprecate.js//##############################################################################/** * @class Utility Methods *//** * Wraps deprecated methods so they still be used, but throw warnings to developers. * *	obj.deprecatedMethod = createjs.deprecate("Old Method Name", obj._fallbackMethod); * * The recommended approach for deprecated properties is: * *	try { *		Obj	ect.defineProperties(object, { *			readyOnlyProp: { get: createjs.deprecate("readOnlyProp", function() { return this.alternateProp; }) }, *			readWriteProp: { *				get: createjs.deprecate("readOnlyProp", function() { return this.alternateProp; }), *				set: createjs.deprecate("readOnlyProp", function(val) { this.alternateProp = val; }) *		}); *	} catch (e) {} * * @method deprecate * @param {Function} [fallbackMethod=null] A method to call when the deprecated method is used. See the example for how * @param {String} [name=null] The name of the method or property to display in the console warning. * to deprecate properties. * @return {Function} If a fallbackMethod is supplied, returns a closure that will call the fallback method after * logging the warning in the console. */createjs.deprecate = function(fallbackMethod, name) {	"use strict";	return function() {		var msg = "Deprecated property or method '"+name+"'. See docs for info.";		console && (console.warn ? console.warn(msg) : console.log(msg));		return fallbackMethod && fallbackMethod.apply(this, arguments);	}};//##############################################################################// indexOf.js//##############################################################################/** * @class Utility Methods *//** * Finds the first occurrence of a specified value searchElement in the passed in array, and returns the index of * that value.  Returns -1 if value is not found. * *      var i = createjs.indexOf(myArray, myElementToFind); * * @method indexOf * @param {Array} array Array to search for searchElement * @param searchElement Element to find in array. * @return {Number} The first index of searchElement in array. */createjs.indexOf = function (array, searchElement){	"use strict";	for (var i = 0,l=array.length; i < l; i++) {		if (searchElement === array[i]) {			return i;		}	}	return -1;};//##############################################################################// proxy.js//##############################################################################/** * Various utilities that the CreateJS Suite uses. Utilities are created as separate files, and will be available on the * createjs namespace directly. * * <h4>Example</h4> * *      myObject.addEventListener("change", createjs.proxy(myMethod, scope)); * * @class Utility Methods * @main Utility Methods */(function() {	"use strict";	/**	 * A function proxy for methods. By default, JavaScript methods do not maintain scope, so passing a method as a	 * callback will result in the method getting called in the scope of the caller. Using a proxy ensures that the	 * method gets called in the correct scope.	 *	 * Additional arguments can be passed that will be applied to the function when it is called.	 *	 * <h4>Example</h4>	 *	 *      myObject.addEventListener("event", createjs.proxy(myHandler, this, arg1, arg2));	 *	 *      function myHandler(arg1, arg2) {	 *           // This gets called when myObject.myCallback is executed.	 *      }	 *	 * @method proxy	 * @param {Function} method The function to call	 * @param {Object} scope The scope to call the method name on	 * @param {mixed} [arg] * Arguments that are appended to the callback for additional params.	 * @public	 * @static	 */	createjs.proxy = function (method, scope) {		var aArgs = Array.prototype.slice.call(arguments, 2);		return function () {			return method.apply(scope, Array.prototype.slice.call(arguments, 0).concat(aArgs));		};	}}());//##############################################################################// BrowserDetect.js//##############################################################################/** * @class Utility Methods */(function() {	"use strict";	/**	 * An object that determines the current browser, version, operating system, and other environment	 * variables via user agent string.	 *	 * Used for audio because feature detection is unable to detect the many limitations of mobile devices.	 *	 * <h4>Example</h4>	 *	 *      if (createjs.BrowserDetect.isIOS) { // do stuff }	 *	 * @property BrowserDetect	 * @type {Object}	 * @param {Boolean} isFirefox True if our browser is Firefox.	 * @param {Boolean} isOpera True if our browser is opera.	 * @param {Boolean} isChrome True if our browser is Chrome.  Note that Chrome for Android returns true, but is a	 * completely different browser with different abilities.	 * @param {Boolean} isIOS True if our browser is safari for iOS devices (iPad, iPhone, and iPod).	 * @param {Boolean} isAndroid True if our browser is Android.	 * @param {Boolean} isBlackberry True if our browser is Blackberry.	 * @constructor	 * @static	 */	function BrowserDetect() {		throw "BrowserDetect cannot be instantiated";	};	var agent = BrowserDetect.agent = window.navigator.userAgent;	BrowserDetect.isWindowPhone = (agent.indexOf("IEMobile") > -1) || (agent.indexOf("Windows Phone") > -1);	BrowserDetect.isFirefox = (agent.indexOf("Firefox") > -1);	BrowserDetect.isOpera = (window.opera != null);	BrowserDetect.isChrome = (agent.indexOf("Chrome") > -1);  // NOTE that Chrome on Android returns true but is a completely different browser with different abilities	BrowserDetect.isIOS = (agent.indexOf("iPod") > -1 || agent.indexOf("iPhone") > -1 || agent.indexOf("iPad") > -1) && !BrowserDetect.isWindowPhone;	BrowserDetect.isAndroid = (agent.indexOf("Android") > -1) && !BrowserDetect.isWindowPhone;	BrowserDetect.isBlackberry = (agent.indexOf("Blackberry") > -1);	createjs.BrowserDetect = BrowserDetect;}());//##############################################################################// EventDispatcher.js//##############################################################################(function() {	"use strict";// constructor:	/**	 * EventDispatcher provides methods for managing queues of event listeners and dispatching events.	 *	 * You can either extend EventDispatcher or mix its methods into an existing prototype or instance by using the	 * EventDispatcher {{#crossLink "EventDispatcher/initialize"}}{{/crossLink}} method.	 *	 * Together with the CreateJS Event class, EventDispatcher provides an extended event model that is based on the	 * DOM Level 2 event model, including addEventListener, removeEventListener, and dispatchEvent. It supports	 * bubbling / capture, preventDefault, stopPropagation, stopImmediatePropagation, and handleEvent.	 *	 * EventDispatcher also exposes a {{#crossLink "EventDispatcher/on"}}{{/crossLink}} method, which makes it easier	 * to create scoped listeners, listeners that only run once, and listeners with associated arbitrary data. The	 * {{#crossLink "EventDispatcher/off"}}{{/crossLink}} method is merely an alias to	 * {{#crossLink "EventDispatcher/removeEventListener"}}{{/crossLink}}.	 *	 * Another addition to the DOM Level 2 model is the {{#crossLink "EventDispatcher/removeAllEventListeners"}}{{/crossLink}}	 * method, which can be used to listeners for all events, or listeners for a specific event. The Event object also	 * includes a {{#crossLink "Event/remove"}}{{/crossLink}} method which removes the active listener.	 *	 * <h4>Example</h4>	 * Add EventDispatcher capabilities to the "MyClass" class.	 *	 *      EventDispatcher.initialize(MyClass.prototype);	 *	 * Add an event (see {{#crossLink "EventDispatcher/addEventListener"}}{{/crossLink}}).	 *	 *      instance.addEventListener("eventName", handlerMethod);	 *      function handlerMethod(event) {	 *          console.log(event.target + " Was Clicked");	 *      }	 *	 * <b>Maintaining proper scope</b><br />	 * Scope (ie. "this") can be be a challenge with events. Using the {{#crossLink "EventDispatcher/on"}}{{/crossLink}}	 * method to subscribe to events simplifies this.	 *	 *      instance.addEventListener("click", function(event) {	 *          console.log(instance == this); // false, scope is ambiguous.	 *      });	 *	 *      instance.on("click", function(event) {	 *          console.log(instance == this); // true, "on" uses dispatcher scope by default.	 *      });	 *	 * If you want to use addEventListener instead, you may want to use function.bind() or a similar proxy to manage	 * scope.	 *	 * <b>Browser support</b>	 * The event model in CreateJS can be used separately from the suite in any project, however the inheritance model	 * requires modern browsers (IE9+).	 *	 *	 * @class EventDispatcher	 * @constructor	 **/	function EventDispatcher() {	// private properties:		/**		 * @protected		 * @property _listeners		 * @type Object		 **/		this._listeners = null;		/**		 * @protected		 * @property _captureListeners		 * @type Object		 **/		this._captureListeners = null;	}	var p = EventDispatcher.prototype;// static public methods:	/**	 * Static initializer to mix EventDispatcher methods into a target object or prototype.	 *	 * 		EventDispatcher.initialize(MyClass.prototype); // add to the prototype of the class	 * 		EventDispatcher.initialize(myObject); // add to a specific instance	 *	 * @method initialize	 * @static	 * @param {Object} target The target object to inject EventDispatcher methods into. This can be an instance or a	 * prototype.	 **/	EventDispatcher.initialize = function(target) {		target.addEventListener = p.addEventListener;		target.on = p.on;		target.removeEventListener = target.off =  p.removeEventListener;		target.removeAllEventListeners = p.removeAllEventListeners;		target.hasEventListener = p.hasEventListener;		target.dispatchEvent = p.dispatchEvent;		target._dispatchEvent = p._dispatchEvent;		target.willTrigger = p.willTrigger;	};// public methods:	/**	 * Adds the specified event listener. Note that adding multiple listeners to the same function will result in	 * multiple callbacks getting fired.	 *	 * <h4>Example</h4>	 *	 *      displayObject.addEventListener("click", handleClick);	 *      function handleClick(event) {	 *         // Click happened.	 *      }	 *	 * @method addEventListener	 * @param {String} type The string type of the event.	 * @param {Function | Object} listener An object with a handleEvent method, or a function that will be called when	 * the event is dispatched.	 * @param {Boolean} [useCapture] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase.	 * @return {Function | Object} Returns the listener for chaining or assignment.	 **/	p.addEventListener = function(type, listener, useCapture) {		var listeners;		if (useCapture) {			listeners = this._captureListeners = this._captureListeners||{};		} else {			listeners = this._listeners = this._listeners||{};		}		var arr = listeners[type];		if (arr) { this.removeEventListener(type, listener, useCapture); }		arr = listeners[type]; // remove may have deleted the array		if (!arr) { listeners[type] = [listener];  }		else { arr.push(listener); }		return listener;	};	/**	 * A shortcut method for using addEventListener that makes it easier to specify an execution scope, have a listener	 * only run once, associate arbitrary data with the listener, and remove the listener.	 *	 * This method works by creating an anonymous wrapper function and subscribing it with addEventListener.	 * The wrapper function is returned for use with `removeEventListener` (or `off`).	 *	 * <b>IMPORTANT:</b> To remove a listener added with `on`, you must pass in the returned wrapper function as the listener, or use	 * {{#crossLink "Event/remove"}}{{/crossLink}}. Likewise, each time you call `on` a NEW wrapper function is subscribed, so multiple calls	 * to `on` with the same params will create multiple listeners.	 *	 * <h4>Example</h4>	 *	 * 		var listener = myBtn.on("click", handleClick, null, false, {count:3});	 * 		function handleClick(evt, data) {	 * 			data.count -= 1;	 * 			console.log(this == myBtn); // true - scope defaults to the dispatcher	 * 			if (data.count == 0) {	 * 				alert("clicked 3 times!");	 * 				myBtn.off("click", listener);	 * 				// alternately: evt.remove();	 * 			}	 * 		}	 *	 * @method on	 * @param {String} type The string type of the event.	 * @param {Function | Object} listener An object with a handleEvent method, or a function that will be called when	 * the event is dispatched.	 * @param {Object} [scope] The scope to execute the listener in. Defaults to the dispatcher/currentTarget for function listeners, and to the listener itself for object listeners (ie. using handleEvent).	 * @param {Boolean} [once=false] If true, the listener will remove itself after the first time it is triggered.	 * @param {*} [data] Arbitrary data that will be included as the second parameter when the listener is called.	 * @param {Boolean} [useCapture=false] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase.	 * @return {Function} Returns the anonymous function that was created and assigned as the listener. This is needed to remove the listener later using .removeEventListener.	 **/	p.on = function(type, listener, scope, once, data, useCapture) {		if (listener.handleEvent) {			scope = scope||listener;			listener = listener.handleEvent;		}		scope = scope||this;		return this.addEventListener(type, function(evt) {				listener.call(scope, evt, data);				once&&evt.remove();			}, useCapture);	};	/**	 * Removes the specified event listener.	 *	 * <b>Important Note:</b> that you must pass the exact function reference used when the event was added. If a proxy	 * function, or function closure is used as the callback, the proxy/closure reference must be used - a new proxy or	 * closure will not work.	 *	 * <h4>Example</h4>	 *	 *      displayObject.removeEventListener("click", handleClick);	 *	 * @method removeEventListener	 * @param {String} type The string type of the event.	 * @param {Function | Object} listener The listener function or object.	 * @param {Boolean} [useCapture] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase.	 **/	p.removeEventListener = function(type, listener, useCapture) {		var listeners = useCapture ? this._captureListeners : this._listeners;		if (!listeners) { return; }		var arr = listeners[type];		if (!arr) { return; }		for (var i=0,l=arr.length; i<l; i++) {			if (arr[i] == listener) {				if (l==1) { delete(listeners[type]); } // allows for faster checks.				else { arr.splice(i,1); }				break;			}		}	};	/**	 * A shortcut to the removeEventListener method, with the same parameters and return value. This is a companion to the	 * .on method.	 *	 * <b>IMPORTANT:</b> To remove a listener added with `on`, you must pass in the returned wrapper function as the listener. See	 * {{#crossLink "EventDispatcher/on"}}{{/crossLink}} for an example.	 *	 * @method off	 * @param {String} type The string type of the event.	 * @param {Function | Object} listener The listener function or object.	 * @param {Boolean} [useCapture] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase.	 **/	p.off = p.removeEventListener;	/**	 * Removes all listeners for the specified type, or all listeners of all types.	 *	 * <h4>Example</h4>	 *	 *      // Remove all listeners	 *      displayObject.removeAllEventListeners();	 *	 *      // Remove all click listeners	 *      displayObject.removeAllEventListeners("click");	 *	 * @method removeAllEventListeners	 * @param {String} [type] The string type of the event. If omitted, all listeners for all types will be removed.	 **/	p.removeAllEventListeners = function(type) {		if (!type) { this._listeners = this._captureListeners = null; }		else {			if (this._listeners) { delete(this._listeners[type]); }			if (this._captureListeners) { delete(this._captureListeners[type]); }		}	};	/**	 * Dispatches the specified event to all listeners.	 *	 * <h4>Example</h4>	 *	 *      // Use a string event	 *      this.dispatchEvent("complete");	 *	 *      // Use an Event instance	 *      var event = new createjs.Event("progress");	 *      this.dispatchEvent(event);	 *	 * @method dispatchEvent	 * @param {Object | String | Event} eventObj An object with a "type" property, or a string type.	 * While a generic object will work, it is recommended to use a CreateJS Event instance. If a string is used,	 * dispatchEvent will construct an Event instance if necessary with the specified type. This latter approach can	 * be used to avoid event object instantiation for non-bubbling events that may not have any listeners.	 * @param {Boolean} [bubbles] Specifies the `bubbles` value when a string was passed to eventObj.	 * @param {Boolean} [cancelable] Specifies the `cancelable` value when a string was passed to eventObj.	 * @return {Boolean} Returns false if `preventDefault()` was called on a cancelable event, true otherwise.	 **/	p.dispatchEvent = function(eventObj, bubbles, cancelable) {		if (typeof eventObj == "string") {			// skip everything if there's no listeners and it doesn't bubble:			var listeners = this._listeners;			if (!bubbles && (!listeners || !listeners[eventObj])) { return true; }			eventObj = new createjs.Event(eventObj, bubbles, cancelable);		} else if (eventObj.target && eventObj.clone) {			// redispatching an active event object, so clone it:			eventObj = eventObj.clone();		}		// TODO: it would be nice to eliminate this. Maybe in favour of evtObj instanceof Event? Or !!evtObj.createEvent		try { eventObj.target = this; } catch (e) {} // try/catch allows redispatching of native events		if (!eventObj.bubbles || !this.parent) {			this._dispatchEvent(eventObj, 2);		} else {			var top=this, list=[top];			while (top.parent) { list.push(top = top.parent); }			var i, l=list.length;			// capture & atTarget			for (i=l-1; i>=0 && !eventObj.propagationStopped; i--) {				list[i]._dispatchEvent(eventObj, 1+(i==0));			}			// bubbling			for (i=1; i<l && !eventObj.propagationStopped; i++) {				list[i]._dispatchEvent(eventObj, 3);			}		}		return !eventObj.defaultPrevented;	};	/**	 * Indicates whether there is at least one listener for the specified event type.	 * @method hasEventListener	 * @param {String} type The string type of the event.	 * @return {Boolean} Returns true if there is at least one listener for the specified event.	 **/	p.hasEventListener = function(type) {		var listeners = this._listeners, captureListeners = this._captureListeners;		return !!((listeners && listeners[type]) || (captureListeners && captureListeners[type]));	};	/**	 * Indicates whether there is at least one listener for the specified event type on this object or any of its	 * ancestors (parent, parent's parent, etc). A return value of true indicates that if a bubbling event of the	 * specified type is dispatched from this object, it will trigger at least one listener.	 *	 * This is similar to {{#crossLink "EventDispatcher/hasEventListener"}}{{/crossLink}}, but it searches the entire	 * event flow for a listener, not just this object.	 * @method willTrigger	 * @param {String} type The string type of the event.	 * @return {Boolean} Returns `true` if there is at least one listener for the specified event.	 **/	p.willTrigger = function(type) {		var o = this;		while (o) {			if (o.hasEventListener(type)) { return true; }			o = o.parent;		}		return false;	};	/**	 * @method toString	 * @return {String} a string representation of the instance.	 **/	p.toString = function() {		return "[EventDispatcher]";	};// private methods:	/**	 * @method _dispatchEvent	 * @param {Object | Event} eventObj	 * @param {Object} eventPhase	 * @protected	 **/	p._dispatchEvent = function(eventObj, eventPhase) {		var l, arr, listeners = (eventPhase <= 2) ? this._captureListeners : this._listeners;		if (eventObj && listeners && (arr = listeners[eventObj.type]) && (l=arr.length)) {			try { eventObj.currentTarget = this; } catch (e) {}			try { eventObj.eventPhase = eventPhase|0; } catch (e) {}			eventObj.removed = false;			arr = arr.slice(); // to avoid issues with items being removed or added during the dispatch			for (var i=0; i<l && !eventObj.immediatePropagationStopped; i++) {				var o = arr[i];				if (o.handleEvent) { o.handleEvent(eventObj); }				else { o(eventObj); }				if (eventObj.removed) {					this.off(eventObj.type, o, eventPhase==1);					eventObj.removed = false;				}			}		}		if (eventPhase === 2) { this._dispatchEvent(eventObj, 2.1); }	};	createjs.EventDispatcher = EventDispatcher;}());//##############################################################################// Event.js//##############################################################################(function() {	"use strict";// constructor:	/**	 * Contains properties and methods shared by all events for use with	 * {{#crossLink "EventDispatcher"}}{{/crossLink}}.	 *	 * Note that Event objects are often reused, so you should never	 * rely on an event object's state outside of the call stack it was received in.	 * @class Event	 * @param {String} type The event type.	 * @param {Boolean} bubbles Indicates whether the event will bubble through the display list.	 * @param {Boolean} cancelable Indicates whether the default behaviour of this event can be cancelled.	 * @constructor	 **/	function Event(type, bubbles, cancelable) {	// public properties:		/**		 * The type of event.		 * @property type		 * @type String		 **/		this.type = type;		/**		 * The object that generated an event.		 * @property target		 * @type Object		 * @default null		 * @readonly		*/		this.target = null;		/**		 * The current target that a bubbling event is being dispatched from. For non-bubbling events, this will		 * always be the same as target. For example, if childObj.parent = parentObj, and a bubbling event		 * is generated from childObj, then a listener on parentObj would receive the event with		 * target=childObj (the original target) and currentTarget=parentObj (where the listener was added).		 * @property currentTarget		 * @type Object		 * @default null		 * @readonly		*/		this.currentTarget = null;		/**		 * For bubbling events, this indicates the current event phase:<OL>		 * 	<LI> capture phase: starting from the top parent to the target</LI>		 * 	<LI> at target phase: currently being dispatched from the target</LI>		 * 	<LI> bubbling phase: from the target to the top parent</LI>		 * </OL>		 * @property eventPhase		 * @type Number		 * @default 0		 * @readonly		*/		this.eventPhase = 0;		/**		 * Indicates whether the event will bubble through the display list.		 * @property bubbles		 * @type Boolean		 * @default false		 * @readonly		*/		this.bubbles = !!bubbles;		/**		 * Indicates whether the default behaviour of this event can be cancelled via		 * {{#crossLink "Event/preventDefault"}}{{/crossLink}}. This is set via the Event constructor.		 * @property cancelable		 * @type Boolean		 * @default false		 * @readonly		*/		this.cancelable = !!cancelable;		/**		 * The epoch time at which this event was created.		 * @property timeStamp		 * @type Number		 * @default 0		 * @readonly		*/		this.timeStamp = (new Date()).getTime();		/**		 * Indicates if {{#crossLink "Event/preventDefault"}}{{/crossLink}} has been called		 * on this event.		 * @property defaultPrevented		 * @type Boolean		 * @default false		 * @readonly		*/		this.defaultPrevented = false;		/**		 * Indicates if {{#crossLink "Event/stopPropagation"}}{{/crossLink}} or		 * {{#crossLink "Event/stopImmediatePropagation"}}{{/crossLink}} has been called on this event.		 * @property propagationStopped		 * @type Boolean		 * @default false		 * @readonly		*/		this.propagationStopped = false;		/**		 * Indicates if {{#crossLink "Event/stopImmediatePropagation"}}{{/crossLink}} has been called		 * on this event.		 * @property immediatePropagationStopped		 * @type Boolean		 * @default false		 * @readonly		*/		this.immediatePropagationStopped = false;		/**		 * Indicates if {{#crossLink "Event/remove"}}{{/crossLink}} has been called on this event.		 * @property removed		 * @type Boolean		 * @default false		 * @readonly		*/		this.removed = false;	}	var p = Event.prototype;// public methods:	/**	 * Sets {{#crossLink "Event/defaultPrevented"}}{{/crossLink}} to true if the event is cancelable.	 * Mirrors the DOM level 2 event standard. In general, cancelable events that have `preventDefault()` called will	 * cancel the default behaviour associated with the event.	 * @method preventDefault	 **/	p.preventDefault = function() {		this.defaultPrevented = this.cancelable&&true;	};	/**	 * Sets {{#crossLink "Event/propagationStopped"}}{{/crossLink}} to true.	 * Mirrors the DOM event standard.	 * @method stopPropagation	 **/	p.stopPropagation = function() {		this.propagationStopped = true;	};	/**	 * Sets {{#crossLink "Event/propagationStopped"}}{{/crossLink}} and	 * {{#crossLink "Event/immediatePropagationStopped"}}{{/crossLink}} to true.	 * Mirrors the DOM event standard.	 * @method stopImmediatePropagation	 **/	p.stopImmediatePropagation = function() {		this.immediatePropagationStopped = this.propagationStopped = true;	};	/**	 * Causes the active listener to be removed via removeEventListener();	 *	 * 		myBtn.addEventListener("click", function(evt) {	 * 			// do stuff...	 * 			evt.remove(); // removes this listener.	 * 		});	 *	 * @method remove	 **/	p.remove = function() {		this.removed = true;	};	/**	 * Returns a clone of the Event instance.	 * @method clone	 * @return {Event} a clone of the Event instance.	 **/	p.clone = function() {		return new Event(this.type, this.bubbles, this.cancelable);	};	/**	 * Provides a chainable shortcut method for setting a number of properties on the instance.	 *	 * @method set	 * @param {Object} props A generic object containing properties to copy to the instance.	 * @return {Event} Returns the instance the method is called on (useful for chaining calls.)	 * @chainable	*/	p.set = function(props) {		for (var n in props) { this[n] = props[n]; }		return this;	};	/**	 * Returns a string representation of this object.	 * @method toString	 * @return {String} a string representation of the instance.	 **/	p.toString = function() {		return "[Event (type="+this.type+")]";	};	createjs.Event = Event;}());//##############################################################################// ErrorEvent.js//##############################################################################(function() {	"use strict";	/**	 * A general error {{#crossLink "Event"}}{{/crossLink}}, that describes an error that occurred, as well as any details.	 * @class ErrorEvent	 * @param {String} [title] The error title	 * @param {String} [message] The error description	 * @param {Object} [data] Additional error data	 * @constructor	 */	function ErrorEvent(title, message, data) {		this.Event_constructor("error");		/**		 * The short error title, which indicates the type of error that occurred.		 * @property title		 * @type String		 */		this.title = title;		/**		 * The verbose error message, containing details about the error.		 * @property message		 * @type String		 */		this.message = message;		/**		 * Additional data attached to an error.		 * @property data		 * @type {Object}		 */		this.data = data;	}	var p = createjs.extend(ErrorEvent, createjs.Event);	p.clone = function() {		return new createjs.ErrorEvent(this.title, this.message, this.data);	};	createjs.ErrorEvent = createjs.promote(ErrorEvent, "Event");}());//##############################################################################// ProgressEvent.js//##############################################################################(function (scope) {	"use strict";	// constructor	/**	 * A CreateJS {{#crossLink "Event"}}{{/crossLink}} that is dispatched when progress changes.	 * @class ProgressEvent	 * @param {Number} loaded The amount that has been loaded. This can be any number relative to the total.	 * @param {Number} [total=1] The total amount that will load. This will default to 1, so if the `loaded` value is	 * a percentage (between 0 and 1), it can be omitted.	 * @todo Consider having this event be a "fileprogress" event as well	 * @constructor	 */	function ProgressEvent(loaded, total) {		this.Event_constructor("progress");		/**		 * The amount that has been loaded (out of a total amount)		 * @property loaded		 * @type {Number}		 */		this.loaded = loaded;		/**		 * The total "size" of the load.		 * @property total		 * @type {Number}		 * @default 1		 */		this.total = (total == null) ? 1 : total;		/**		 * The percentage (out of 1) that the load has been completed. This is calculated using `loaded/total`.		 * @property progress		 * @type {Number}		 * @default 0		 */		this.progress = (total == 0) ? 0 : this.loaded / this.total;	};	var p = createjs.extend(ProgressEvent, createjs.Event);	/**	 * Returns a clone of the ProgressEvent instance.	 * @method clone	 * @return {ProgressEvent} a clone of the Event instance.	 **/	p.clone = function() {		return new createjs.ProgressEvent(this.loaded, this.total);	};	createjs.ProgressEvent = createjs.promote(ProgressEvent, "Event");}(window));//##############################################################################// LoadItem.js//##############################################################################(function () {	"use strict";	/**	 * All loaders accept an item containing the properties defined in this class. If a raw object is passed instead,	 * it will not be affected, but it must contain at least a {{#crossLink "src:property"}}{{/crossLink}} property. A	 * string path or HTML tag is also acceptable, but it will be automatically converted to a LoadItem using the	 * {{#crossLink "create"}}{{/crossLink}} method by {{#crossLink "AbstractLoader"}}{{/crossLink}}	 * @class LoadItem	 * @constructor	 * @since 0.6.0	 */	function LoadItem() {		/**		 * The source of the file that is being loaded. This property is <b>required</b>. The source can either be a		 * string (recommended), or an HTML tag.		 * This can also be an object, but in that case it has to include a type and be handled by a plugin.		 * @property src		 * @type {String}		 * @default null		 */		this.src = null;		/**		 * The type file that is being loaded. The type of the file is usually inferred by the extension, but can also		 * be set manually. This is helpful in cases where a file does not have an extension.		 * @property type		 * @type {String}		 * @default null		 */		this.type = null;		/**		 * A string identifier which can be used to reference the loaded object. If none is provided, this will be		 * automatically set to the {{#crossLink "src:property"}}{{/crossLink}}.		 * @property id		 * @type {String}		 * @default null		 */		this.id = null;		/**		 * Determines if a manifest will maintain the order of this item, in relation to other items in the manifest		 * that have also set the `maintainOrder` property to `true`. This only applies when the max connections has		 * been set above 1 (using {{#crossLink "LoadQueue/setMaxConnections"}}{{/crossLink}}). Everything with this		 * property set to `false` will finish as it is loaded. Ordered items are combined with script tags loading in		 * order when {{#crossLink "LoadQueue/maintainScriptOrder:property"}}{{/crossLink}} is set to `true`.		 * @property maintainOrder		 * @type {Boolean}		 * @default false		 */		this.maintainOrder = false;		/**		 * A callback used by JSONP requests that defines what global method to call when the JSONP content is loaded.		 * @property callback		 * @type {String}		 * @default null		 */		this.callback = null;		/**		 * An arbitrary data object, which is included with the loaded object.		 * @property data		 * @type {Object}		 * @default null		 */		this.data = null;		/**		 * The request method used for HTTP calls. Both {{#crossLink "Methods/GET:property"}}{{/crossLink}} or		 * {{#crossLink "Methods/POST:property"}}{{/crossLink}} request types are supported, and are defined as		 * constants on {{#crossLink "AbstractLoader"}}{{/crossLink}}.		 * @property method		 * @type {String}		 * @default GET		 */		this.method = createjs.Methods.GET;		/**		 * An object hash of name/value pairs to send to the server.		 * @property values		 * @type {Object}		 * @default null		 */		this.values = null;		/**		 * An object hash of headers to attach to an XHR request. PreloadJS will automatically attach some default		 * headers when required, including "Origin", "Content-Type", and "X-Requested-With". You may override the		 * default headers by including them in your headers object.		 * @property headers		 * @type {Object}		 * @default null		 */		this.headers = null;		/**		 * Enable credentials for XHR requests.		 * @property withCredentials		 * @type {Boolean}		 * @default false		 */		this.withCredentials = false;		/**		 * Set the mime type of XHR-based requests. This is automatically set to "text/plain; charset=utf-8" for text		 * based files (json, xml, text, css, js).		 * @property mimeType		 * @type {String}		 * @default null		 */		this.mimeType = null;		/**		 * Sets the crossOrigin attribute for CORS-enabled images loading cross-domain.		 * @property crossOrigin		 * @type {boolean}		 * @default Anonymous		 */		this.crossOrigin = null;		/**		 * The duration in milliseconds to wait before a request times out. This only applies to tag-based and and XHR		 * (level one) loading, as XHR (level 2) provides its own timeout event.		 * @property loadTimeout		 * @type {Number}		 * @default 8000 (8 seconds)		 */		this.loadTimeout = s.LOAD_TIMEOUT_DEFAULT;	};	var p = LoadItem.prototype = {};	var s = LoadItem;	/**	 * Default duration in milliseconds to wait before a request times out. This only applies to tag-based and and XHR	 * (level one) loading, as XHR (level 2) provides its own timeout event.	 * @property LOAD_TIMEOUT_DEFAULT	 * @type {number}	 * @static	 */	s.LOAD_TIMEOUT_DEFAULT = 8000;	/**	 * Create a LoadItem.	 * <ul>	 *     <li>String-based items are converted to a LoadItem with a populated {{#crossLink "src:property"}}{{/crossLink}}.</li>	 *     <li>LoadItem instances are returned as-is</li>	 *     <li>Objects are returned with any needed properties added</li>	 * </ul>	 * @method create	 * @param {LoadItem|String|Object} value The load item value	 * @returns {LoadItem|Object}	 * @static	 */	s.create = function (value) {		if (typeof value == "string") {			var item = new LoadItem();			item.src = value;			return item;		} else if (value instanceof s) {			return value;		} else if (value instanceof Object && value.src) {			if (value.loadTimeout == null) {				value.loadTimeout = s.LOAD_TIMEOUT_DEFAULT;			}			return value;		} else {			throw new Error("Type not recognized.");		}	};	/**	 * Provides a chainable shortcut method for setting a number of properties on the instance.	 *	 * <h4>Example</h4>	 *	 *      var loadItem = new createjs.LoadItem().set({src:"image.png", maintainOrder:true});	 *	 * @method set	 * @param {Object} props A generic object containing properties to copy to the LoadItem instance.	 * @return {LoadItem} Returns the instance the method is called on (useful for chaining calls.)	*/	p.set = function(props) {		for (var n in props) { this[n] = props[n]; }		return this;	};	createjs.LoadItem = s;}());//##############################################################################// Methods.js//##############################################################################(function() {	var s = {};	/**	 * Defines a POST request, use for a method value when loading data.	 * @property POST	 * @type {string}	 * @default post	 * @static	 */	s.POST = "POST";	/**	 * Defines a GET request, use for a method value when loading data.	 * @property GET	 * @type {string}	 * @default get	 * @static	 */	s.GET = "GET";	createjs.Methods = s;}());//##############################################################################// Types.js//##############################################################################(function() {	var s = {};	/**	 * The preload type for generic binary types. Note that images are loaded as binary files when using XHR.	 * @property BINARY	 * @type {String}	 * @default binary	 * @static	 * @since 0.6.0	 */	s.BINARY = "binary";	/**	 * The preload type for css files. CSS files are loaded using a <link> when loaded with XHR, or a	 * <style> tag when loaded with tags.	 * @property CSS	 * @type {String}	 * @default css	 * @static	 * @since 0.6.0	 */	s.CSS = "css";	/**	 * The preload type for font files.	 * @property FONT	 * @type {String}	 * @default font	 * @static	 * @since 0.9.0	 */	s.FONT = "font";	/**	 * The preload type for fonts specified with CSS (such as Google fonts)	 * @property FONTCSS	 * @type {String}	 * @default fontcss	 * @static	 * @since 0.9.0	 */	s.FONTCSS = "fontcss";	/**	 * The preload type for image files, usually png, gif, or jpg/jpeg. Images are loaded into an <image> tag.	 * @property IMAGE	 * @type {String}	 * @default image	 * @static	 * @since 0.6.0	 */	s.IMAGE = "image";	/**	 * The preload type for javascript files, usually with the "js" file extension. JavaScript files are loaded into a	 * <script> tag.	 *	 * Since version 0.4.1+, due to how tag-loaded scripts work, all JavaScript files are automatically injected into	 * the body of the document to maintain parity between XHR and tag-loaded scripts. In version 0.4.0 and earlier,	 * only tag-loaded scripts are injected.	 * @property JAVASCRIPT	 * @type {String}	 * @default javascript	 * @static	 * @since 0.6.0	 */	s.JAVASCRIPT = "javascript";	/**	 * The preload type for json files, usually with the "json" file extension. JSON data is loaded and parsed into a	 * JavaScript object. Note that if a `callback` is present on the load item, the file will be loaded with JSONP,	 * no matter what the {{#crossLink "LoadQueue/preferXHR:property"}}{{/crossLink}} property is set to, and the JSON	 * must contain a matching wrapper function.	 * @property JSON	 * @type {String}	 * @default json	 * @static	 * @since 0.6.0	 */	s.JSON = "json";	/**	 * The preload type for jsonp files, usually with the "json" file extension. JSON data is loaded and parsed into a	 * JavaScript object. You are required to pass a callback parameter that matches the function wrapper in the JSON.	 * Note that JSONP will always be used if there is a callback present, no matter what the {{#crossLink "LoadQueue/preferXHR:property"}}{{/crossLink}}	 * property is set to.	 * @property JSONP	 * @type {String}	 * @default jsonp	 * @static	 * @since 0.6.0	 */	s.JSONP = "jsonp";	/**	 * The preload type for json-based manifest files, usually with the "json" file extension. The JSON data is loaded	 * and parsed into a JavaScript object. PreloadJS will then look for a "manifest" property in the JSON, which is an	 * Array of files to load, following the same format as the {{#crossLink "LoadQueue/loadManifest"}}{{/crossLink}}	 * method. If a "callback" is specified on the manifest object, then it will be loaded using JSONP instead,	 * regardless of what the {{#crossLink "LoadQueue/preferXHR:property"}}{{/crossLink}} property is set to.	 * @property MANIFEST	 * @type {String}	 * @default manifest	 * @static	 * @since 0.6.0	 */	s.MANIFEST = "manifest";	/**	 * The preload type for sound files, usually mp3, ogg, or wav. When loading via tags, audio is loaded into an	 * <audio> tag.	 * @property SOUND	 * @type {String}	 * @default sound	 * @static	 * @since 0.6.0	 */	s.SOUND = "sound";	/**	 * The preload type for video files, usually mp4, ts, or ogg. When loading via tags, video is loaded into an	 * <video> tag.	 * @property VIDEO	 * @type {String}	 * @default video	 * @static	 * @since 0.6.0	 */	s.VIDEO = "video";	/**	 * The preload type for SpriteSheet files. SpriteSheet files are JSON files that contain string image paths.	 * @property SPRITESHEET	 * @type {String}	 * @default spritesheet	 * @static	 * @since 0.6.0	 */	s.SPRITESHEET = "spritesheet";	/**	 * The preload type for SVG files.	 * @property SVG	 * @type {String}	 * @default svg	 * @static	 * @since 0.6.0	 */	s.SVG = "svg";	/**	 * The preload type for text files, which is also the default file type if the type can not be determined. Text is	 * loaded as raw text.	 * @property TEXT	 * @type {String}	 * @default text	 * @static	 * @since 0.6.0	 */	s.TEXT = "text";	/**	 * The preload type for xml files. XML is loaded into an XML document.	 * @property XML	 * @type {String}	 * @default xml	 * @static	 * @since 0.6.0	 */	s.XML = "xml";	createjs.Types = s;}());//##############################################################################// Elements.js//##############################################################################(function () {	/**	 * Convenience methods for creating various elements used by PrelaodJS.	 *	 * @class DomUtils	 */	var s = {};	s.a = function() {		return s.el("a");	}	s.svg = function() {		return s.el("svg");	}	s.object = function() {		return s.el("object");	}	s.image = function() {		return s.el("image");	}	s.img = function() {		return s.el("img");	}	s.style = function() {		return s.el("style");	}	s.link = function() {		return s.el("link");	}	s.script = function() {		return s.el("script");	}	s.audio = function() {		return s.el("audio");	}	s.video = function() {		return s.el("video");	}	s.text = function(value) {		return document.createTextNode(value);	}	s.el = function(name) {		return document.createElement(name);	}	createjs.Elements = s;}());//##############################################################################// DomUtils.js//##############################################################################(function () {	/**	 * A few utilities for interacting with the dom.	 * @class DomUtils	 */	var s = {		container: null	};	s.appendToHead = function (el) {		s.getHead().appendChild(el);	}	s.appendToBody = function (el) {		if (s.container == null) {			s.container = document.createElement("div");			s.container.id = "preloadjs-container";			var style = s.container.style;			style.visibility = "hidden";			style.position = "absolute";			style.width = s.container.style.height = "10px";			style.overflow = "hidden";			style.transform = style.msTransform = style.webkitTransform = style.oTransform = "translate(-10px, -10px)"; //LM: Not working			s.getBody().appendChild(s.container);		}		s.container.appendChild(el);	}	s.getHead = function () {		return document.head || document.getElementsByTagName("head")[0];	}	s.getBody = function () {		return document.body || document.getElementsByTagName("body")[0];	}	s.removeChild = function(el) {		if (el.parent) {			el.parent.removeChild(el);		}	}	/**	 * Check if item is a valid HTMLImageElement	 * @method isImageTag	 * @param {Object} item	 * @returns {Boolean}	 * @static	 */	s.isImageTag = function(item) {		return item instanceof HTMLImageElement;	};	/**	 * Check if item is a valid HTMLAudioElement	 * @method isAudioTag	 * @param {Object} item	 * @returns {Boolean}	 * @static	 */	s.isAudioTag = function(item) {		if (window.HTMLAudioElement) {			return item instanceof HTMLAudioElement;		} else {			return false;		}	};	/**	 * Check if item is a valid HTMLVideoElement	 * @method isVideoTag	 * @param {Object} item	 * @returns {Boolean}	 * @static	 */	s.isVideoTag = function(item) {		if (window.HTMLVideoElement) {			return item instanceof HTMLVideoElement;		} else {			return false;		}	};	createjs.DomUtils = s;}());//##############################################################################// RequestUtils.js//##############################################################################(function () {	/**	 * Utilities that assist with parsing load items, and determining file types, etc.	 * @class RequestUtils	 */	var s = {};	/**	 * Determine if a specific type should be loaded as a binary file. Currently, only images and items marked	 * specifically as "binary" are loaded as binary. Note that audio is <b>not</b> a binary type, as we can not play	 * back using an audio tag if it is loaded as binary. Plugins can change the item type to binary to ensure they get	 * a binary result to work with. Binary files are loaded using XHR2. Types are defined as static constants on	 * {{#crossLink "AbstractLoader"}}{{/crossLink}}.	 * @method isBinary	 * @param {String} type The item type.	 * @return {Boolean} If the specified type is binary.	 * @static	 */	s.isBinary = function (type) {		switch (type) {			case createjs.Types.IMAGE:			case createjs.Types.BINARY:				return true;			default:				return false;		}	};	/**	 * Determine if a specific type is a text-based asset, and should be loaded as UTF-8.	 * @method isText	 * @param {String} type The item type.	 * @return {Boolean} If the specified type is text.	 * @static	 */	s.isText = function (type) {		switch (type) {			case createjs.Types.TEXT:			case createjs.Types.JSON:			case createjs.Types.MANIFEST:			case createjs.Types.XML:			case createjs.Types.CSS:			case createjs.Types.SVG:			case createjs.Types.JAVASCRIPT:			case createjs.Types.SPRITESHEET:				return true;			default:				return false;		}	};	/**	 * Determine the type of the object using common extensions. Note that the type can be passed in with the load item	 * if it is an unusual extension.	 * @method getTypeByExtension	 * @param {String} extension The file extension to use to determine the load type.	 * @return {String} The determined load type (for example, `createjs.Types.IMAGE`). Will return `null` if	 * the type can not be determined by the extension.	 * @static	 */	s.getTypeByExtension = function (extension) {		if (extension == null) {			return createjs.Types.TEXT;		}		switch (extension.toLowerCase()) {			case "jpeg":			case "jpg":			case "gif":			case "png":			case "webp":			case "bmp":				return createjs.Types.IMAGE;			case "ogg":			case "mp3":			case "webm":				return createjs.Types.SOUND;			case "mp4":			case "webm":			case "ts":				return createjs.Types.VIDEO;			case "json":				return createjs.Types.JSON;			case "xml":				return createjs.Types.XML;			case "css":				return createjs.Types.CSS;			case "js":				return createjs.Types.JAVASCRIPT;			case 'svg':				return createjs.Types.SVG;			default:				return createjs.Types.TEXT;		}	};	createjs.RequestUtils = s;}());//##############################################################################// URLUtils.js//##############################################################################(function () {	/**	 * Utilities that assist with parsing load items, and determining file types, etc.	 * @class URLUtils	 */	var s = {};	/**	 * The Regular Expression used to test file URLS for an absolute path.	 * @property ABSOLUTE_PATH	 * @type {RegExp}	 * @static	 */	s.ABSOLUTE_PATT = /^(?:\w+:)?\/{2}/i;	/**	 * The Regular Expression used to test file URLS for a relative path.	 * @property RELATIVE_PATH	 * @type {RegExp}	 * @static	 */	s.RELATIVE_PATT = (/^[./]*?\//i);	/**	 * The Regular Expression used to test file URLS for an extension. Note that URIs must already have the query string	 * removed.	 * @property EXTENSION_PATT	 * @type {RegExp}	 * @static	 */	s.EXTENSION_PATT = /\/?[^/]+\.(\w{1,5})$/i;	/**	 * Parse a file path to determine the information we need to work with it. Currently, PreloadJS needs to know:	 * <ul>	 *     <li>If the path is absolute. Absolute paths start with a protocol (such as `http://`, `file://`, or	 *     `//networkPath`)</li>	 *     <li>If the path is relative. Relative paths start with `../` or `/path` (or similar)</li>	 *     <li>The file extension. This is determined by the filename with an extension. Query strings are dropped, and	 *     the file path is expected to follow the format `name.ext`.</li>	 * </ul>	 *	 * @method parseURI	 * @param {String} path	 * @returns {Object} An Object with an `absolute` and `relative` Boolean values,	 * 	the pieces of the path (protocol, hostname, port, pathname, search, hash, host)	 * 	as well as an optional 'extension` property, which is the lowercase extension.	 *	 * @static	 */	s.parseURI = function (path) {		var info = {			absolute: false,			relative: false,			protocol: null,			hostname: null,			port: null,			pathname: null,			search: null,			hash: null,			host: null		};		if (path == null) { return info; }		// Inject the path parts.		var parser = createjs.Elements.a();		parser.href = path;		for (var n in info) {			if (n in parser) {				info[n] = parser[n];			}		}		// Drop the query string		var queryIndex = path.indexOf("?");		if (queryIndex > -1) {			path = path.substr(0, queryIndex);		}		// Absolute		var match;		if (s.ABSOLUTE_PATT.test(path)) {			info.absolute = true;			// Relative		} else if (s.RELATIVE_PATT.test(path)) {			info.relative = true;		}		// Extension		if (match = path.match(s.EXTENSION_PATT)) {			info.extension = match[1].toLowerCase();		}		return info;	};	/**	 * Formats an object into a query string for either a POST or GET request.	 * @method formatQueryString	 * @param {Object} data The data to convert to a query string.	 * @param {Array} [query] Existing name/value pairs to append on to this query.	 * @static	 */	s.formatQueryString = function (data, query) {		if (data == null) {			throw new Error("You must specify data.");		}		var params = [];		for (var n in data) {			params.push(n + "=" + escape(data[n]));		}		if (query) {			params = params.concat(query);		}		return params.join("&");	};	/**	 * A utility method that builds a file path using a source and a data object, and formats it into a new path.	 * @method buildURI	 * @param {String} src The source path to add values to.	 * @param {Object} [data] Object used to append values to this request as a query string. Existing parameters on the	 * path will be preserved.	 * @returns {string} A formatted string that contains the path and the supplied parameters.	 * @static	 */	s.buildURI = function (src, data) {		if (data == null) {			return src;		}		var query = [];		var idx = src.indexOf("?");		if (idx != -1) {			var q = src.slice(idx + 1);			query = query.concat(q.split("&"));		}		if (idx != -1) {			return src.slice(0, idx) + "?" + this.formatQueryString(data, query);		} else {			return src + "?" + this.formatQueryString(data, query);		}	};	/**	 * @method isCrossDomain	 * @param {LoadItem|Object} item A load item with a `src` property.	 * @return {Boolean} If the load item is loading from a different domain than the current location.	 * @static	 */	s.isCrossDomain = function (item) {		var target = createjs.Elements.a();		target.href = item.src;		var host = createjs.Elements.a();		host.href = location.href;		var crossdomain = (target.hostname != "") &&			(target.port != host.port ||			target.protocol != host.protocol ||			target.hostname != host.hostname);		return crossdomain;	};	/**	 * @method isLocal	 * @param {LoadItem|Object} item A load item with a `src` property	 * @return {Boolean} If the load item is loading from the "file:" protocol. Assume that the host must be local as	 * well.	 * @static	 */	s.isLocal = function (item) {		var target = createjs.Elements.a();		target.href = item.src;		return target.hostname == "" && target.protocol == "file:";	};	createjs.URLUtils = s;}());//##############################################################################// AbstractLoader.js//##############################################################################(function () {	"use strict";// constructor	/**	 * The base loader, which defines all the generic methods, properties, and events. All loaders extend this class,	 * including the {{#crossLink "LoadQueue"}}{{/crossLink}}.	 * @class AbstractLoader	 * @param {LoadItem|object|string} loadItem The item to be loaded.	 * @param {Boolean} [preferXHR] Determines if the LoadItem should <em>try</em> and load using XHR, or take a	 * tag-based approach, which can be better in cross-domain situations. Not all loaders can load using one or the	 * other, so this is a suggested directive.	 * @param {String} [type] The type of loader. Loader types are defined as constants on the AbstractLoader class,	 * such as {{#crossLink "IMAGE:property"}}{{/crossLink}}, {{#crossLink "CSS:property"}}{{/crossLink}}, etc.	 * @extends EventDispatcher	 */	function AbstractLoader(loadItem, preferXHR, type) {		this.EventDispatcher_constructor();		// public properties		/**		 * If the loader has completed loading. This provides a quick check, but also ensures that the different approaches		 * used for loading do not pile up resulting in more than one `complete` {{#crossLink "Event"}}{{/crossLink}}.		 * @property loaded		 * @type {Boolean}		 * @default false		 */		this.loaded = false;		/**		 * Determine if the loader was canceled. Canceled loads will not fire complete events. Note that this property		 * is readonly, so {{#crossLink "LoadQueue"}}{{/crossLink}} queues should be closed using {{#crossLink "LoadQueue/close"}}{{/crossLink}}		 * instead.		 * @property canceled		 * @type {Boolean}		 * @default false		 * @readonly		 */		this.canceled = false;		/**		 * The current load progress (percentage) for this item. This will be a number between 0 and 1.		 *		 * <h4>Example</h4>		 *		 *     var queue = new createjs.LoadQueue();		 *     queue.loadFile("largeImage.png");		 *     queue.on("progress", function() {		 *         console.log("Progress:", queue.progress, event.progress);		 *     });		 *		 * @property progress		 * @type {Number}		 * @default 0		 */		this.progress = 0;		/**		 * The type of item this loader will load. See {{#crossLink "AbstractLoader"}}{{/crossLink}} for a full list of		 * supported types.		 * @property type		 * @type {String}		 */		this.type = type;		/**		 * A formatter function that converts the loaded raw result into the final result. For example, the JSONLoader		 * converts a string of text into a JavaScript object. Not all loaders have a resultFormatter, and this property		 * can be overridden to provide custom formatting.		 *		 * Optionally, a resultFormatter can return a callback function in cases where the formatting needs to be		 * asynchronous, such as creating a new image. The callback function is passed 2 parameters, which are callbacks		 * to handle success and error conditions in the resultFormatter. Note that the resultFormatter method is		 * called in the current scope, as well as the success and error callbacks.		 *		 * <h4>Example asynchronous resultFormatter</h4>		 *		 * 	function _formatResult(loader) {		 * 		return function(success, error) {		 * 			if (errorCondition) { error(errorDetailEvent); }		 * 			success(result);		 * 		}		 * 	}		 * @property resultFormatter		 * @type {Function}		 * @default null		 */		this.resultFormatter = null;		// protected properties		/**		 * The {{#crossLink "LoadItem"}}{{/crossLink}} this loader represents. Note that this is null in a {{#crossLink "LoadQueue"}}{{/crossLink}},		 * but will be available on loaders such as {{#crossLink "XMLLoader"}}{{/crossLink}} and {{#crossLink "ImageLoader"}}{{/crossLink}}.		 * @property _item		 * @type {LoadItem|Object}		 * @private		 */		if (loadItem) {			this._item = createjs.LoadItem.create(loadItem);		} else {			this._item = null;		}		/**		 * Whether the loader will try and load content using XHR (true) or HTML tags (false).		 * @property _preferXHR		 * @type {Boolean}		 * @private		 */		this._preferXHR = preferXHR;		/**		 * The loaded result after it is formatted by an optional {{#crossLink "resultFormatter"}}{{/crossLink}}. For		 * items that are not formatted, this will be the same as the {{#crossLink "_rawResult:property"}}{{/crossLink}}.		 * The result is accessed using the {{#crossLink "getResult"}}{{/crossLink}} method.		 * @property _result		 * @type {Object|String}		 * @private		 */		this._result = null;		/**		 * The loaded result before it is formatted. The rawResult is accessed using the {{#crossLink "getResult"}}{{/crossLink}}		 * method, and passing `true`.		 * @property _rawResult		 * @type {Object|String}		 * @private		 */		this._rawResult = null;		/**		 * A list of items that loaders load behind the scenes. This does not include the main item the loader is		 * responsible for loading. Examples of loaders that have sub-items include the {{#crossLink "SpriteSheetLoader"}}{{/crossLink}} and		 * {{#crossLink "ManifestLoader"}}{{/crossLink}}.		 * @property _loadItems		 * @type {null}		 * @protected		 */		this._loadedItems = null;		/**		 * The attribute the items loaded using tags use for the source.		 * @type {string}		 * @default null		 * @private		 */		this._tagSrcAttribute = null;		/**		 * An HTML tag (or similar) that a loader may use to load HTML content, such as images, scripts, etc.		 * @property _tag		 * @type {Object}		 * @private		 */		this._tag = null;	};	var p = createjs.extend(AbstractLoader, createjs.EventDispatcher);	var s = AbstractLoader;	// Remove these @deprecated properties after 1.0	try {		Object.defineProperties(s, {			POST: { get: createjs.deprecate(function() { return createjs.Methods.POST; }, "AbstractLoader.POST") },			GET: { get: createjs.deprecate(function() { return createjs.Methods.GET; }, "AbstractLoader.GET") },			BINARY: { get: createjs.deprecate(function() { return createjs.Types.BINARY; }, "AbstractLoader.BINARY") },			CSS: { get: createjs.deprecate(function() { return createjs.Types.CSS; }, "AbstractLoader.CSS") },			FONT: { get: createjs.deprecate(function() { return createjs.Types.FONT; }, "AbstractLoader.FONT") },			FONTCSS: { get: createjs.deprecate(function() { return createjs.Types.FONTCSS; }, "AbstractLoader.FONTCSS") },			IMAGE: { get: createjs.deprecate(function() { return createjs.Types.IMAGE; }, "AbstractLoader.IMAGE") },			JAVASCRIPT: { get: createjs.deprecate(function() { return createjs.Types.JAVASCRIPT; }, "AbstractLoader.JAVASCRIPT") },			JSON: { get: createjs.deprecate(function() { return createjs.Types.JSON; }, "AbstractLoader.JSON") },			JSONP: { get: createjs.deprecate(function() { return createjs.Types.JSONP; }, "AbstractLoader.JSONP") },			MANIFEST: { get: createjs.deprecate(function() { return createjs.Types.MANIFEST; }, "AbstractLoader.MANIFEST") },			SOUND: { get: createjs.deprecate(function() { return createjs.Types.SOUND; }, "AbstractLoader.SOUND") },			VIDEO: { get: createjs.deprecate(function() { return createjs.Types.VIDEO; }, "AbstractLoader.VIDEO") },			SPRITESHEET: { get: createjs.deprecate(function() { return createjs.Types.SPRITESHEET; }, "AbstractLoader.SPRITESHEET") },			SVG: { get: createjs.deprecate(function() { return createjs.Types.SVG; }, "AbstractLoader.SVG") },			TEXT: { get: createjs.deprecate(function() { return createjs.Types.TEXT; }, "AbstractLoader.TEXT") },			XML: { get: createjs.deprecate(function() { return createjs.Types.XML; }, "AbstractLoader.XML") }		});	} catch (e) {}// Events	/**	 * The {{#crossLink "ProgressEvent"}}{{/crossLink}} that is fired when the overall progress changes. Prior to	 * version 0.6.0, this was just a regular {{#crossLink "Event"}}{{/crossLink}}.	 * @event progress	 * @since 0.3.0	 */	/**	 * The {{#crossLink "Event"}}{{/crossLink}} that is fired when a load starts.	 * @event loadstart	 * @param {Object} target The object that dispatched the event.	 * @param {String} type The event type.	 * @since 0.3.1	 */	/**	 * The {{#crossLink "Event"}}{{/crossLink}} that is fired when the entire queue has been loaded.	 * @event complete	 * @param {Object} target The object that dispatched the event.	 * @param {String} type The event type.	 * @since 0.3.0	 */	/**	 * The {{#crossLink "ErrorEvent"}}{{/crossLink}} that is fired when the loader encounters an error. If the error was	 * encountered by a file, the event will contain the item that caused the error. Prior to version 0.6.0, this was	 * just a regular {{#crossLink "Event"}}{{/crossLink}}.	 * @event error	 * @since 0.3.0	 */	/**	 * The {{#crossLink "Event"}}{{/crossLink}} that is fired when the loader encounters an internal file load error.	 * This enables loaders to maintain internal queues, and surface file load errors.	 * @event fileerror	 * @param {Object} target The object that dispatched the event.	 * @param {String} type The event type ("fileerror")	 * @param {LoadItem|object} The item that encountered the error	 * @since 0.6.0	 */	/**	 * The {{#crossLink "Event"}}{{/crossLink}} that is fired when a loader internally loads a file. This enables	 * loaders such as {{#crossLink "ManifestLoader"}}{{/crossLink}} to maintain internal {{#crossLink "LoadQueue"}}{{/crossLink}}s	 * and notify when they have loaded a file. The {{#crossLink "LoadQueue"}}{{/crossLink}} class dispatches a	 * slightly different {{#crossLink "LoadQueue/fileload:event"}}{{/crossLink}} event.	 * @event fileload	 * @param {Object} target The object that dispatched the event.	 * @param {String} type The event type ("fileload")	 * @param {Object} item The file item which was specified in the {{#crossLink "LoadQueue/loadFile"}}{{/crossLink}}	 * or {{#crossLink "LoadQueue/loadManifest"}}{{/crossLink}} call. If only a string path or tag was specified, the	 * object will contain that value as a `src` property.	 * @param {Object} result The HTML tag or parsed result of the loaded item.	 * @param {Object} rawResult The unprocessed result, usually the raw text or binary data before it is converted	 * to a usable object.	 * @since 0.6.0	 */	/**	 * The {{#crossLink "Event"}}{{/crossLink}} that is fired after the internal request is created, but before a load.	 * This allows updates to the loader for specific loading needs, such as binary or XHR image loading.	 * @event initialize	 * @param {Object} target The object that dispatched the event.	 * @param {String} type The event type ("initialize")	 * @param {AbstractLoader} loader The loader that has been initialized.	 */	/**	 * Get a reference to the manifest item that is loaded by this loader. In some cases this will be the value that was	 * passed into {{#crossLink "LoadQueue"}}{{/crossLink}} using {{#crossLink "LoadQueue/loadFile"}}{{/crossLink}} or	 * {{#crossLink "LoadQueue/loadManifest"}}{{/crossLink}}. However if only a String path was passed in, then it will	 * be a {{#crossLink "LoadItem"}}{{/crossLink}}.	 * @method getItem	 * @return {Object} The manifest item that this loader is responsible for loading.	 * @since 0.6.0	 */	p.getItem = function () {		return this._item;	};	/**	 * Get a reference to the content that was loaded by the loader (only available after the {{#crossLink "complete:event"}}{{/crossLink}}	 * event is dispatched.	 * @method getResult	 * @param {Boolean} [raw=false] Determines if the returned result will be the formatted content, or the raw loaded	 * data (if it exists).	 * @return {Object}	 * @since 0.6.0	 */	p.getResult = function (raw) {		return raw ? this._rawResult : this._result;	};	/**	 * Return the `tag` this object creates or uses for loading.	 * @method getTag	 * @return {Object} The tag instance	 * @since 0.6.0	 */	p.getTag = function () {		return this._tag;	};	/**	 * Set the `tag` this item uses for loading.	 * @method setTag	 * @param {Object} tag The tag instance	 * @since 0.6.0	 */	p.setTag = function(tag) {	  this._tag = tag;	};	/**	 * Begin loading the item. This method is required when using a loader by itself.	 *	 * <h4>Example</h4>	 *	 *      var queue = new createjs.LoadQueue();	 *      queue.on("complete", handleComplete);	 *      queue.loadManifest(fileArray, false); // Note the 2nd argument that tells the queue not to start loading yet	 *      queue.load();	 *	 * @method load	 */	p.load = function () {		this._createRequest();		this._request.on("complete", this, this);		this._request.on("progress", this, this);		this._request.on("loadStart", this, this);		this._request.on("abort", this, this);		this._request.on("timeout", this, this);		this._request.on("error", this, this);		var evt = new createjs.Event("initialize");		evt.loader = this._request;		this.dispatchEvent(evt);		this._request.load();	};	/**	 * Close the the item. This will stop any open requests (although downloads using HTML tags may still continue in	 * the background), but events will not longer be dispatched.	 * @method cancel	 */	p.cancel = function () {		this.canceled = true;		this.destroy();	};	/**	 * Clean up the loader.	 * @method destroy	 */	p.destroy = function() {		if (this._request) {			this._request.removeAllEventListeners();			this._request.destroy();		}		this._request = null;		this._item = null;		this._rawResult = null;		this._result = null;		this._loadItems = null;		this.removeAllEventListeners();	};	/**	 * Get any items loaded internally by the loader. The enables loaders such as {{#crossLink "ManifestLoader"}}{{/crossLink}}	 * to expose items it loads internally.	 * @method getLoadedItems	 * @return {Array} A list of the items loaded by the loader.	 * @since 0.6.0	 */	p.getLoadedItems = function () {		return this._loadedItems;	};	// Private methods	/**	 * Create an internal request used for loading. By default, an {{#crossLink "XHRRequest"}}{{/crossLink}} or	 * {{#crossLink "TagRequest"}}{{/crossLink}} is created, depending on the value of {{#crossLink "preferXHR:property"}}{{/crossLink}}.	 * Other loaders may override this to use different request types, such as {{#crossLink "ManifestLoader"}}{{/crossLink}},	 * which uses {{#crossLink "JSONLoader"}}{{/crossLink}} or {{#crossLink "JSONPLoader"}}{{/crossLink}} under the hood.	 * @method _createRequest	 * @protected	 */	p._createRequest = function() {		if (!this._preferXHR) {			this._request = new createjs.TagRequest(this._item, this._tag || this._createTag(), this._tagSrcAttribute);		} else {			this._request = new createjs.XHRRequest(this._item);		}	};	/**	 * Create the HTML tag used for loading. This method does nothing by default, and needs to be implemented	 * by loaders that require tag loading.	 * @method _createTag	 * @param {String} src The tag source	 * @return {HTMLElement} The tag that was created	 * @protected	 */	p._createTag = function(src) { return null; };	/**	 * Dispatch a loadstart {{#crossLink "Event"}}{{/crossLink}}. Please see the {{#crossLink "AbstractLoader/loadstart:event"}}{{/crossLink}}	 * event for details on the event payload.	 * @method _sendLoadStart	 * @protected	 */	p._sendLoadStart = function () {		if (this._isCanceled()) { return; }		this.dispatchEvent("loadstart");	};	/**	 * Dispatch a {{#crossLink "ProgressEvent"}}{{/crossLink}}.	 * @method _sendProgress	 * @param {Number | Object} value The progress of the loaded item, or an object containing <code>loaded</code>	 * and <code>total</code> properties.	 * @protected	 */	p._sendProgress = function (value) {		if (this._isCanceled()) { return; }		var event = null;		if (typeof(value) == "number") {			this.progress = value;			event = new createjs.ProgressEvent(this.progress);		} else {			event = value;			this.progress = value.loaded / value.total;			event.progress = this.progress;			if (isNaN(this.progress) || this.progress == Infinity) { this.progress = 0; }		}		this.hasEventListener("progress") && this.dispatchEvent(event);	};	/**	 * Dispatch a complete {{#crossLink "Event"}}{{/crossLink}}. Please see the {{#crossLink "AbstractLoader/complete:event"}}{{/crossLink}} event	 * @method _sendComplete	 * @protected	 */	p._sendComplete = function () {		if (this._isCanceled()) { return; }		this.loaded = true;		var event = new createjs.Event("complete");		event.rawResult = this._rawResult;		if (this._result != null) {			event.result = this._result;		}		this.dispatchEvent(event);	};	/**	 * Dispatch an error {{#crossLink "Event"}}{{/crossLink}}. Please see the {{#crossLink "AbstractLoader/error:event"}}{{/crossLink}}	 * event for details on the event payload.	 * @method _sendError	 * @param {ErrorEvent} event The event object containing specific error properties.	 * @protected	 */	p._sendError = function (event) {		if (this._isCanceled() || !this.hasEventListener("error")) { return; }		if (event == null) {			event = new createjs.ErrorEvent("PRELOAD_ERROR_EMPTY"); // TODO: Populate error		}		this.dispatchEvent(event);	};	/**	 * Determine if the load has been canceled. This is important to ensure that method calls or asynchronous events	 * do not cause issues after the queue has been cleaned up.	 * @method _isCanceled	 * @return {Boolean} If the loader has been canceled.	 * @protected	 */	p._isCanceled = function () {		if (window.createjs == null || this.canceled) {			return true;		}		return false;	};	/**	 * A custom result formatter function, which is called just before a request dispatches its complete event. Most	 * loader types already have an internal formatter, but this can be user-overridden for custom formatting. The	 * formatted result will be available on Loaders using {{#crossLink "getResult"}}{{/crossLink}}, and passing `true`.	 * @property resultFormatter	 * @type Function	 * @return {Object} The formatted result	 * @since 0.6.0	 */	p.resultFormatter = null;	/**	 * Handle events from internal requests. By default, loaders will handle, and redispatch the necessary events, but	 * this method can be overridden for custom behaviours.	 * @method handleEvent	 * @param {Event} event The event that the internal request dispatches.	 * @protected	 * @since 0.6.0	 */	p.handleEvent = function (event) {		switch (event.type) {			case "complete":				this._rawResult = event.target._response;				var result = this.resultFormatter && this.resultFormatter(this);				// The resultFormatter is asynchronous				if (result instanceof Function) {					result.call(this,							createjs.proxy(this._resultFormatSuccess, this),							createjs.proxy(this._resultFormatFailed, this)					);				// The result formatter is synchronous				} else {					this._result =  result || this._rawResult;					this._sendComplete();				}				break;			case "progress":				this._sendProgress(event);				break;			case "error":				this._sendError(event);				break;			case "loadstart":				this._sendLoadStart();				break;			case "abort":			case "timeout":				if (!this._isCanceled()) {					this.dispatchEvent(new createjs.ErrorEvent("PRELOAD_" + event.type.toUpperCase() + "_ERROR"));				}				break;		}	};	/**	 * The "success" callback passed to {{#crossLink "AbstractLoader/resultFormatter"}}{{/crossLink}} asynchronous	 * functions.	 * @method _resultFormatSuccess	 * @param {Object} result The formatted result	 * @private	 */	p._resultFormatSuccess = function (result) {		this._result = result;		this._sendComplete();	};	/**	 * The "error" callback passed to {{#crossLink "AbstractLoader/resultFormatter"}}{{/crossLink}} asynchronous	 * functions.	 * @method _resultFormatSuccess	 * @param {Object} error The error event	 * @private	 */	p._resultFormatFailed = function (event) {		this._sendError(event);	};	/**	 * @method toString	 * @return {String} a string representation of the instance.	 */	p.toString = function () {		return "[PreloadJS AbstractLoader]";	};	createjs.AbstractLoader = createjs.promote(AbstractLoader, "EventDispatcher");}());//##############################################################################// AbstractMediaLoader.js//##############################################################################(function () {	"use strict";	// constructor	/**	 * The AbstractMediaLoader is a base class that handles some of the shared methods and properties of loaders that	 * handle HTML media elements, such as Video and Audio.	 * @class AbstractMediaLoader	 * @param {LoadItem|Object} loadItem	 * @param {Boolean} preferXHR	 * @param {String} type The type of media to load. Usually "video" or "audio".	 * @extends AbstractLoader	 * @constructor	 */	function AbstractMediaLoader(loadItem, preferXHR, type) {		this.AbstractLoader_constructor(loadItem, preferXHR, type);		// public properties		this.resultFormatter = this._formatResult;		// protected properties		this._tagSrcAttribute = "src";        this.on("initialize", this._updateXHR, this);	};	var p = createjs.extend(AbstractMediaLoader, createjs.AbstractLoader);	// static properties	// public methods	p.load = function () {		// TagRequest will handle most of this, but Sound / Video need a few custom properties, so just handle them here.		if (!this._tag) {			this._tag = this._createTag(this._item.src);		}		this._tag.preload = "auto";		this._tag.load();		this.AbstractLoader_load();	};	// protected methods	/**	 * Creates a new tag for loading if it doesn't exist yet.	 * @method _createTag	 * @private	 */	p._createTag = function () {};	p._createRequest = function() {		if (!this._preferXHR) {			this._request = new createjs.MediaTagRequest(this._item, this._tag || this._createTag(), this._tagSrcAttribute);		} else {			this._request = new createjs.XHRRequest(this._item);		}	};    // protected methods    /**     * Before the item loads, set its mimeType and responseType.     * @property _updateXHR     * @param {Event} event     * @private     */    p._updateXHR = function (event) {        // Only exists for XHR        if (event.loader.setResponseType) {            event.loader.setResponseType("blob");        }    };	/**	 * The result formatter for media files.	 * @method _formatResult	 * @param {AbstractLoader} loader	 * @returns {HTMLVideoElement|HTMLAudioElement}	 * @private	 */	p._formatResult = function (loader) {		this._tag.removeEventListener && this._tag.removeEventListener("canplaythrough", this._loadedHandler);		this._tag.onstalled = null;		if (this._preferXHR) {            var URL = window.URL || window.webkitURL;            var result = loader.getResult(true);			loader.getTag().src = URL.createObjectURL(result);		}		return loader.getTag();	};	createjs.AbstractMediaLoader = createjs.promote(AbstractMediaLoader, "AbstractLoader");}());//##############################################################################// AbstractRequest.js//##############################################################################(function () {	"use strict";	/**	 * A base class for actual data requests, such as {{#crossLink "XHRRequest"}}{{/crossLink}}, {{#crossLink "TagRequest"}}{{/crossLink}},	 * and {{#crossLink "MediaRequest"}}{{/crossLink}}. PreloadJS loaders will typically use a data loader under the	 * hood to get data.	 * @class AbstractRequest	 * @param {LoadItem} item	 * @constructor	 */	var AbstractRequest = function (item) {		this._item = item;	};	var p = createjs.extend(AbstractRequest, createjs.EventDispatcher);	// public methods	/**	 * Begin a load.	 * @method load	 */	p.load =  function() {};	/**	 * Clean up a request.	 * @method destroy	 */	p.destroy = function() {};	/**	 * Cancel an in-progress request.	 * @method cancel	 */	p.cancel = function() {};	createjs.AbstractRequest = createjs.promote(AbstractRequest, "EventDispatcher");}());//##############################################################################// TagRequest.js//##############################################################################(function () {	"use strict";	// constructor	/**	 * An {{#crossLink "AbstractRequest"}}{{/crossLink}} that loads HTML tags, such as images and scripts.	 * @class TagRequest	 * @param {LoadItem} loadItem	 * @param {HTMLElement} tag	 * @param {String} srcAttribute The tag attribute that specifies the source, such as "src", "href", etc.	 */	function TagRequest(loadItem, tag, srcAttribute) {		this.AbstractRequest_constructor(loadItem);		// protected properties		/**		 * The HTML tag instance that is used to load.		 * @property _tag		 * @type {HTMLElement}		 * @protected		 */		this._tag = tag;		/**		 * The tag attribute that specifies the source, such as "src", "href", etc.		 * @property _tagSrcAttribute		 * @type {String}		 * @protected		 */		this._tagSrcAttribute = srcAttribute;		/**		 * A method closure used for handling the tag load event.		 * @property _loadedHandler		 * @type {Function}		 * @private		 */		this._loadedHandler = createjs.proxy(this._handleTagComplete, this);		/**		 * Determines if the element was added to the DOM automatically by PreloadJS, so it can be cleaned up after.		 * @property _addedToDOM		 * @type {Boolean}		 * @private		 */		this._addedToDOM = false;	};	var p = createjs.extend(TagRequest, createjs.AbstractRequest);	// public methods	p.load = function () {		this._tag.onload = createjs.proxy(this._handleTagComplete, this);		this._tag.onreadystatechange = createjs.proxy(this._handleReadyStateChange, this);		this._tag.onerror = createjs.proxy(this._handleError, this);		var evt = new createjs.Event("initialize");		evt.loader = this._tag;		this.dispatchEvent(evt);		this._loadTimeout = setTimeout(createjs.proxy(this._handleTimeout, this), this._item.loadTimeout);		this._tag[this._tagSrcAttribute] = this._item.src;		// wdg:: Append the tag AFTER setting the src, or SVG loading on iOS will fail.		if (this._tag.parentNode == null) {			createjs.DomUtils.appendToBody(this._tag);			this._addedToDOM = true;		}	};	p.destroy = function() {		this._clean();		this._tag = null;		this.AbstractRequest_destroy();	};	// private methods	/**	 * Handle the readyStateChange event from a tag. We need this in place of the `onload` callback (mainly SCRIPT	 * and LINK tags), but other cases may exist.	 * @method _handleReadyStateChange	 * @private	 */	p._handleReadyStateChange = function () {		clearTimeout(this._loadTimeout);		// This is strictly for tags in browsers that do not support onload.		var tag = this._tag;		// Complete is for old IE support.		if (tag.readyState == "loaded" || tag.readyState == "complete") {			this._handleTagComplete();		}	};	/**	 * Handle any error events from the tag.	 * @method _handleError	 * @protected	 */	p._handleError = function() {		this._clean();		this.dispatchEvent("error");	};	/**	 * Handle the tag's onload callback.	 * @method _handleTagComplete	 * @private	 */	p._handleTagComplete = function () {		this._rawResult = this._tag;		this._result = this.resultFormatter && this.resultFormatter(this) || this._rawResult;		this._clean();		this.dispatchEvent("complete");	};	/**	 * The tag request has not loaded within the time specified in loadTimeout.	 * @method _handleError	 * @param {Object} event The XHR error event.	 * @private	 */	p._handleTimeout = function () {		this._clean();		this.dispatchEvent(new createjs.Event("timeout"));	};	/**	 * Remove event listeners, but don't destroy the request object	 * @method _clean	 * @private	 */	p._clean = function() {		this._tag.onload = null;		this._tag.onreadystatechange = null;		this._tag.onerror = null;		if (this._addedToDOM && this._tag.parentNode != null) {			this._tag.parentNode.removeChild(this._tag);		}		clearTimeout(this._loadTimeout);	};	/**	 * Handle a stalled audio event. The main place this happens is with HTMLAudio in Chrome when playing back audio	 * that is already in a load, but not complete.	 * @method _handleStalled	 * @private	 */	p._handleStalled = function () {		//Ignore, let the timeout take care of it. Sometimes its not really stopped.	};	createjs.TagRequest = createjs.promote(TagRequest, "AbstractRequest");}());//##############################################################################// MediaTagRequest.js//##############################################################################(function () {	"use strict";	// constructor	/**	 * An {{#crossLink "TagRequest"}}{{/crossLink}} that loads HTML tags for video and audio.	 * @class MediaTagRequest	 * @param {LoadItem} loadItem	 * @param {HTMLAudioElement|HTMLVideoElement} tag	 * @param {String} srcAttribute The tag attribute that specifies the source, such as "src", "href", etc.	 * @constructor	 */	function MediaTagRequest(loadItem, tag, srcAttribute) {		this.AbstractRequest_constructor(loadItem);		// protected properties		this._tag = tag;		this._tagSrcAttribute = srcAttribute;		this._loadedHandler = createjs.proxy(this._handleTagComplete, this);	};	var p = createjs.extend(MediaTagRequest, createjs.TagRequest);	var s = MediaTagRequest;	// public methods	p.load = function () {		var sc = createjs.proxy(this._handleStalled, this);		this._stalledCallback = sc;		var pc = createjs.proxy(this._handleProgress, this);		this._handleProgress = pc;		this._tag.addEventListener("stalled", sc);		this._tag.addEventListener("progress", pc);		// This will tell us when audio is buffered enough to play through, but not when its loaded.		// The tag doesn't keep loading in Chrome once enough has buffered, and we have decided that behaviour is sufficient.		this._tag.addEventListener && this._tag.addEventListener("canplaythrough", this._loadedHandler, false); // canplaythrough callback doesn't work in Chrome, so we use an event.		this.TagRequest_load();	};	// private methods	p._handleReadyStateChange = function () {		clearTimeout(this._loadTimeout);		// This is strictly for tags in browsers that do not support onload.		var tag = this._tag;		// Complete is for old IE support.		if (tag.readyState == "loaded" || tag.readyState == "complete") {			this._handleTagComplete();		}	};	p._handleStalled = function () {		//Ignore, let the timeout take care of it. Sometimes its not really stopped.	};	/**	 * An XHR request has reported progress.	 * @method _handleProgress	 * @param {Object} event The XHR progress event.	 * @private	 */	p._handleProgress = function (event) {		if (!event || event.loaded > 0 && event.total == 0) {			return; // Sometimes we get no "total", so just ignore the progress event.		}		var newEvent = new createjs.ProgressEvent(event.loaded, event.total);		this.dispatchEvent(newEvent);	};	// protected methods	p._clean = function () {		this._tag.removeEventListener && this._tag.removeEventListener("canplaythrough", this._loadedHandler);		this._tag.removeEventListener("stalled", this._stalledCallback);		this._tag.removeEventListener("progress", this._progressCallback);		this.TagRequest__clean();	};	createjs.MediaTagRequest = createjs.promote(MediaTagRequest, "TagRequest");}());//##############################################################################// XHRRequest.js//##############################################################################(function () {	"use strict";// constructor	/**	 * A preloader that loads items using XHR requests, usually XMLHttpRequest. However XDomainRequests will be used	 * for cross-domain requests if possible, and older versions of IE fall back on to ActiveX objects when necessary.	 * XHR requests load the content as text or binary data, provide progress and consistent completion events, and	 * can be canceled during load. Note that XHR is not supported in IE 6 or earlier, and is not recommended for	 * cross-domain loading.	 * @class XHRRequest	 * @constructor	 * @param {Object} item The object that defines the file to load. Please see the {{#crossLink "LoadQueue/loadFile"}}{{/crossLink}}	 * for an overview of supported file properties.	 * @extends AbstractLoader	 */	function XHRRequest (item) {		this.AbstractRequest_constructor(item);		// protected properties		/**		 * A reference to the XHR request used to load the content.		 * @property _request		 * @type {XMLHttpRequest | XDomainRequest | ActiveX.XMLHTTP}		 * @private		 */		this._request = null;		/**		 * A manual load timeout that is used for browsers that do not support the onTimeout event on XHR (XHR level 1,		 * typically IE9).		 * @property _loadTimeout		 * @type {Number}		 * @private		 */		this._loadTimeout = null;		/**		 * The browser's XHR (XMLHTTPRequest) version. Supported versions are 1 and 2. There is no official way to detect		 * the version, so we use capabilities to make a best guess.		 * @property _xhrLevel		 * @type {Number}		 * @default 1		 * @private		 */		this._xhrLevel = 1;		/**		 * The response of a loaded file. This is set because it is expensive to look up constantly. This property will be		 * null until the file is loaded.		 * @property _response		 * @type {mixed}		 * @private		 */		this._response = null;		/**		 * The response of the loaded file before it is modified. In most cases, content is converted from raw text to		 * an HTML tag or a formatted object which is set to the <code>result</code> property, but the developer may still		 * want to access the raw content as it was loaded.		 * @property _rawResponse		 * @type {String|Object}		 * @private		 */		this._rawResponse = null;		this._canceled = false;		// Setup our event handlers now.		this._handleLoadStartProxy = createjs.proxy(this._handleLoadStart, this);		this._handleProgressProxy = createjs.proxy(this._handleProgress, this);		this._handleAbortProxy = createjs.proxy(this._handleAbort, this);		this._handleErrorProxy = createjs.proxy(this._handleError, this);		this._handleTimeoutProxy = createjs.proxy(this._handleTimeout, this);		this._handleLoadProxy = createjs.proxy(this._handleLoad, this);		this._handleReadyStateChangeProxy = createjs.proxy(this._handleReadyStateChange, this);		if (!this._createXHR(item)) {			//TODO: Throw error?		}	};	var p = createjs.extend(XHRRequest, createjs.AbstractRequest);// static properties	/**	 * A list of XMLHTTP object IDs to try when building an ActiveX object for XHR requests in earlier versions of IE.	 * @property ACTIVEX_VERSIONS	 * @type {Array}	 * @since 0.4.2	 * @private	 */	XHRRequest.ACTIVEX_VERSIONS = [		"Msxml2.XMLHTTP.6.0",		"Msxml2.XMLHTTP.5.0",		"Msxml2.XMLHTTP.4.0",		"MSXML2.XMLHTTP.3.0",		"MSXML2.XMLHTTP",		"Microsoft.XMLHTTP"	];// Public methods	/**	 * Look up the loaded result.	 * @method getResult	 * @param {Boolean} [raw=false] Return a raw result instead of a formatted result. This applies to content	 * loaded via XHR such as scripts, XML, CSS, and Images. If there is no raw result, the formatted result will be	 * returned instead.	 * @return {Object} A result object containing the content that was loaded, such as:	 * <ul>	 *      <li>An image tag (<image />) for images</li>	 *      <li>A script tag for JavaScript (<script />). Note that scripts loaded with tags may be added to the	 *      HTML head.</li>	 *      <li>A style tag for CSS (<style />)</li>	 *      <li>Raw text for TEXT</li>	 *      <li>A formatted JavaScript object defined by JSON</li>	 *      <li>An XML document</li>	 *      <li>An binary arraybuffer loaded by XHR</li>	 * </ul>	 * Note that if a raw result is requested, but not found, the result will be returned instead.	 */	p.getResult = function (raw) {		if (raw && this._rawResponse) {			return this._rawResponse;		}		return this._response;	};	// Overrides abstract method in AbstractRequest	p.cancel = function () {		this.canceled = true;		this._clean();		this._request.abort();	};	// Overrides abstract method in AbstractLoader	p.load = function () {		if (this._request == null) {			this._handleError();			return;		}		//Events		if (this._request.addEventListener != null) {			this._request.addEventListener("loadstart", this._handleLoadStartProxy, false);			this._request.addEventListener("progress", this._handleProgressProxy, false);			this._request.addEventListener("abort", this._handleAbortProxy, false);			this._request.addEventListener("error", this._handleErrorProxy, false);			this._request.addEventListener("timeout", this._handleTimeoutProxy, false);			// Note: We don't get onload in all browsers (earlier FF and IE). onReadyStateChange handles these.			this._request.addEventListener("load", this._handleLoadProxy, false);			this._request.addEventListener("readystatechange", this._handleReadyStateChangeProxy, false);		} else {			// IE9 support			this._request.onloadstart = this._handleLoadStartProxy;			this._request.onprogress = this._handleProgressProxy;			this._request.onabort = this._handleAbortProxy;			this._request.onerror = this._handleErrorProxy;			this._request.ontimeout = this._handleTimeoutProxy;			// Note: We don't get onload in all browsers (earlier FF and IE). onReadyStateChange handles these.			this._request.onload = this._handleLoadProxy;			this._request.onreadystatechange = this._handleReadyStateChangeProxy;		}		// Set up a timeout if we don't have XHR2		if (this._xhrLevel == 1) {			this._loadTimeout = setTimeout(createjs.proxy(this._handleTimeout, this), this._item.loadTimeout);		}		// Sometimes we get back 404s immediately, particularly when there is a cross origin request.  // note this does not catch in Chrome		try {			if (!this._item.values) {				this._request.send();			} else {				this._request.send(createjs.URLUtils.formatQueryString(this._item.values));			}		} catch (error) {			this.dispatchEvent(new createjs.ErrorEvent("XHR_SEND", null, error));		}	};	p.setResponseType = function (type) {		// Some old browsers doesn't support blob, so we convert arraybuffer to blob after response is downloaded		if (type === 'blob') {			type = window.URL ? 'blob' : 'arraybuffer';			this._responseType = type;		}		this._request.responseType = type;	};	/**	 * Get all the response headers from the XmlHttpRequest.	 *	 * <strong>From the docs:</strong> Return all the HTTP headers, excluding headers that are a case-insensitive match	 * for Set-Cookie or Set-Cookie2, as a single string, with each header line separated by a U+000D CR U+000A LF pair,	 * excluding the status line, and with each header name and header value separated by a U+003A COLON U+0020 SPACE	 * pair.	 * @method getAllResponseHeaders	 * @return {String}	 * @since 0.4.1	 */	p.getAllResponseHeaders = function () {		if (this._request.getAllResponseHeaders instanceof Function) {			return this._request.getAllResponseHeaders();		} else {			return null;		}	};	/**	 * Get a specific response header from the XmlHttpRequest.	 *	 * <strong>From the docs:</strong> Returns the header field value from the response of which the field name matches	 * header, unless the field name is Set-Cookie or Set-Cookie2.	 * @method getResponseHeader	 * @param {String} header The header name to retrieve.	 * @return {String}	 * @since 0.4.1	 */	p.getResponseHeader = function (header) {		if (this._request.getResponseHeader instanceof Function) {			return this._request.getResponseHeader(header);		} else {			return null;		}	};// protected methods	/**	 * The XHR request has reported progress.	 * @method _handleProgress	 * @param {Object} event The XHR progress event.	 * @private	 */	p._handleProgress = function (event) {		if (!event || event.loaded > 0 && event.total == 0) {			return; // Sometimes we get no "total", so just ignore the progress event.		}		var newEvent = new createjs.ProgressEvent(event.loaded, event.total);		this.dispatchEvent(newEvent);	};	/**	 * The XHR request has reported a load start.	 * @method _handleLoadStart	 * @param {Object} event The XHR loadStart event.	 * @private	 */	p._handleLoadStart = function (event) {		clearTimeout(this._loadTimeout);		this.dispatchEvent("loadstart");	};	/**	 * The XHR request has reported an abort event.	 * @method handleAbort	 * @param {Object} event The XHR abort event.	 * @private	 */	p._handleAbort = function (event) {		this._clean();		this.dispatchEvent(new createjs.ErrorEvent("XHR_ABORTED", null, event));	};	/**	 * The XHR request has reported an error event.	 * @method _handleError	 * @param {Object} event The XHR error event.	 * @private	 */	p._handleError = function (event) {		this._clean();		this.dispatchEvent(new createjs.ErrorEvent(event.message));	};	/**	 * The XHR request has reported a readyState change. Note that older browsers (IE 7 & 8) do not provide an onload	 * event, so we must monitor the readyStateChange to determine if the file is loaded.	 * @method _handleReadyStateChange	 * @param {Object} event The XHR readyStateChange event.	 * @private	 */	p._handleReadyStateChange = function (event) {		if (this._request.readyState == 4) {			this._handleLoad();		}	};	/**	 * The XHR request has completed. This is called by the XHR request directly, or by a readyStateChange that has	 * <code>request.readyState == 4</code>. Only the first call to this method will be processed.	 *	 * Note that This method uses {{#crossLink "_checkError"}}{{/crossLink}} to determine if the server has returned an	 * error code.	 * @method _handleLoad	 * @param {Object} event The XHR load event.	 * @private	 */	p._handleLoad = function (event) {		if (this.loaded) {			return;		}		this.loaded = true;		var error = this._checkError();		if (error) {			this._handleError(error);			return;		}		this._response = this._getResponse();		// Convert arraybuffer back to blob		if (this._responseType === 'arraybuffer') {			try {				this._response = new Blob([this._response]);			} catch (e) {				// Fallback to use BlobBuilder if Blob constructor is not supported				// Tested on Android 2.3 ~ 4.2 and iOS5 safari				window.BlobBuilder = window.BlobBuilder || window.WebKitBlobBuilder || window.MozBlobBuilder || window.MSBlobBuilder;				if (e.name === 'TypeError' && window.BlobBuilder) {					var builder = new BlobBuilder();					builder.append(this._response);					this._response = builder.getBlob();				}			}		}		this._clean();		this.dispatchEvent(new createjs.Event("complete"));	};	/**	 * The XHR request has timed out. This is called by the XHR request directly, or via a <code>setTimeout</code>	 * callback.	 * @method _handleTimeout	 * @param {Object} [event] The XHR timeout event. This is occasionally null when called by the backup setTimeout.	 * @private	 */	p._handleTimeout = function (event) {		this._clean();		this.dispatchEvent(new createjs.ErrorEvent("PRELOAD_TIMEOUT", null, event));	};// Protected	/**	 * Determine if there is an error in the current load.	 * Currently this checks the status of the request for problem codes, and not actual response content:	 * <ul>	 *     <li>Status codes between 400 and 599 (HTTP error range)</li>	 *     <li>A status of 0, but *only when the application is running on a server*. If the application is running	 *     on `file:`, then it may incorrectly treat an error on local (or embedded applications) as a successful	 *     load.</li>	 * </ul>	 * @method _checkError	 * @return {Error} An error with the status code in the `message` argument.	 * @private	 */	p._checkError = function () {		var status = parseInt(this._request.status);		if (status >= 400 && status <= 599) {			return new Error(status);		} else if (status == 0) {			if ((/^https?:/).test(location.protocol)) { return new Error(0); }			return null; // Likely an embedded app.		} else {			return null;		}	};	/**	 * Validate the response. Different browsers have different approaches, some of which throw errors when accessed	 * in other browsers. If there is no response, the <code>_response</code> property will remain null.	 * @method _getResponse	 * @private	 */	p._getResponse = function () {		if (this._response != null) {			return this._response;		}		if (this._request.response != null) {			return this._request.response;		}		// Android 2.2 uses .responseText		try {			if (this._request.responseText != null) {				return this._request.responseText;			}		} catch (e) {		}		// When loading XML, IE9 does not return .response, instead it returns responseXML.xml		try {			if (this._request.responseXML != null) {				return this._request.responseXML;			}		} catch (e) {		}		return null;	};	/**	 * Create an XHR request. Depending on a number of factors, we get totally different results.	 * <ol><li>Some browsers get an <code>XDomainRequest</code> when loading cross-domain.</li>	 *      <li>XMLHttpRequest are created when available.</li>	 *      <li>ActiveX.XMLHTTP objects are used in older IE browsers.</li>	 *      <li>Text requests override the mime type if possible</li>	 *      <li>Origin headers are sent for crossdomain requests in some browsers.</li>	 *      <li>Binary loads set the response type to "arraybuffer"</li></ol>	 * @method _createXHR	 * @param {Object} item The requested item that is being loaded.	 * @return {Boolean} If an XHR request or equivalent was successfully created.	 * @private	 */	p._createXHR = function (item) {		// Check for cross-domain loads. We can't fully support them, but we can try.		var crossdomain = createjs.URLUtils.isCrossDomain(item);		var headers = {};		// Create the request. Fallback to whatever support we have.		var req = null;		if (window.XMLHttpRequest) {			req = new XMLHttpRequest();			// This is 8 or 9, so use XDomainRequest instead.			if (crossdomain && req.withCredentials === undefined && window.XDomainRequest) {				req = new XDomainRequest();			}		} else { // Old IE versions use a different approach			for (var i = 0, l = s.ACTIVEX_VERSIONS.length; i < l; i++) {				var axVersion = s.ACTIVEX_VERSIONS[i];				try {					req = new ActiveXObject(axVersion);					break;				} catch (e) {				}			}			if (req == null) {				return false;			}		}		// Default to utf-8 for Text requests.		if (item.mimeType == null && createjs.RequestUtils.isText(item.type)) {			item.mimeType = "text/plain; charset=utf-8";		}		// IE9 doesn't support overrideMimeType(), so we need to check for it.		if (item.mimeType && req.overrideMimeType) {			req.overrideMimeType(item.mimeType);		}		// Determine the XHR level		this._xhrLevel = (typeof req.responseType === "string") ? 2 : 1;		var src = null;		if (item.method == createjs.Methods.GET) {			src = createjs.URLUtils.buildURI(item.src, item.values);		} else {			src = item.src;		}		// Open the request.  Set cross-domain flags if it is supported (XHR level 1 only)		req.open(item.method || createjs.Methods.GET, src, true);		if (crossdomain && req instanceof XMLHttpRequest && this._xhrLevel == 1) {			headers["Origin"] = location.origin;		}		// To send data we need to set the Content-type header)		if (item.values && item.method == createjs.Methods.POST) {			headers["Content-Type"] = "application/x-www-form-urlencoded";		}		if (!crossdomain && !headers["X-Requested-With"]) {			headers["X-Requested-With"] = "XMLHttpRequest";		}		if (item.headers) {			for (var n in item.headers) {				headers[n] = item.headers[n];			}		}		for (n in headers) {			req.setRequestHeader(n, headers[n])		}		if (req instanceof XMLHttpRequest && item.withCredentials !== undefined) {			req.withCredentials = item.withCredentials;		}		this._request = req;		return true;	};	/**	 * A request has completed (or failed or canceled), and needs to be disposed.	 * @method _clean	 * @private	 */	p._clean = function () {		clearTimeout(this._loadTimeout);		if (this._request.removeEventListener != null) {			this._request.removeEventListener("loadstart", this._handleLoadStartProxy);			this._request.removeEventListener("progress", this._handleProgressProxy);			this._request.removeEventListener("abort", this._handleAbortProxy);			this._request.removeEventListener("error", this._handleErrorProxy);			this._request.removeEventListener("timeout", this._handleTimeoutProxy);			this._request.removeEventListener("load", this._handleLoadProxy);			this._request.removeEventListener("readystatechange", this._handleReadyStateChangeProxy);		} else {			this._request.onloadstart = null;			this._request.onprogress = null;			this._request.onabort = null;			this._request.onerror = null;			this._request.ontimeout = null;			this._request.onload = null;			this._request.onreadystatechange = null;		}	};	p.toString = function () {		return "[PreloadJS XHRRequest]";	};	createjs.XHRRequest = createjs.promote(XHRRequest, "AbstractRequest");}());//##############################################################################// SoundLoader.js//##############################################################################(function () {	"use strict";	// constructor	/**	 * A loader for HTML audio files. PreloadJS can not load WebAudio files, as a WebAudio context is required, which	 * should be created by either a library playing the sound (such as <a href="http://soundjs.com">SoundJS</a>, or an	 * external framework that handles audio playback. To load content that can be played by WebAudio, use the	 * {{#crossLink "BinaryLoader"}}{{/crossLink}}, and handle the audio context decoding manually.	 * @class SoundLoader	 * @param {LoadItem|Object} loadItem	 * @param {Boolean} preferXHR	 * @extends AbstractMediaLoader	 * @constructor	 */	function SoundLoader(loadItem, preferXHR) {		this.AbstractMediaLoader_constructor(loadItem, preferXHR, createjs.Types.SOUND);		// protected properties		if (createjs.DomUtils.isAudioTag(loadItem)) {			this._tag = loadItem;		} else if (createjs.DomUtils.isAudioTag(loadItem.src)) {			this._tag = loadItem;		} else if (createjs.DomUtils.isAudioTag(loadItem.tag)) {			this._tag = createjs.DomUtils.isAudioTag(loadItem) ? loadItem : loadItem.src;		}		if (this._tag != null) {			this._preferXHR = false;		}	};	var p = createjs.extend(SoundLoader, createjs.AbstractMediaLoader);	var s = SoundLoader;	// static methods	/**	 * Determines if the loader can load a specific item. This loader can only load items that are of type	 * {{#crossLink "Types/SOUND:property"}}{{/crossLink}}.	 * @method canLoadItem	 * @param {LoadItem|Object} item The LoadItem that a LoadQueue is trying to load.	 * @returns {Boolean} Whether the loader can load the item.	 * @static	 */	s.canLoadItem = function (item) {		return item.type == createjs.Types.SOUND;	};	// protected methods	p._createTag = function (src) {		var tag = createjs.Elements.audio();		tag.autoplay = false;		tag.preload = "none";		//LM: Firefox fails when this the preload="none" for other tags, but it needs to be "none" to ensure PreloadJS works.		tag.src = src;		return tag;	};	createjs.SoundLoader = createjs.promote(SoundLoader, "AbstractMediaLoader");}());//##############################################################################// AudioSprite.js//##############################################################################//  NOTE this is "Class" is purely to document audioSprite Setup and usage./** * <strong>Note: AudioSprite is not a class, but its usage is easily lost in the documentation, so it has been called * out here for quick reference.</strong> * * Audio sprites are much like CSS sprites or image sprite sheets: multiple audio assets grouped into a single file. * Audio sprites work around limitations in certain browsers, where only a single sound can be loaded and played at a * time. We recommend at least 300ms of silence between audio clips to deal with HTML audio tag inaccuracy, and to prevent * accidentally playing bits of the neighbouring clips. * * <strong>Benefits of Audio Sprites:</strong> * <ul> *     <li>More robust support for older browsers and devices that only allow a single audio instance, such as iOS 5.</li> *     <li>They provide a work around for the Internet Explorer 9 audio tag limit, which restricts how many different *     sounds that could be loaded at once.</li> *     <li>Faster loading by only requiring a single network request for several sounds, especially on mobile devices * where the network round trip for each file can add significant latency.</li> * </ul> * * <strong>Drawbacks of Audio Sprites</strong> * <ul> *     <li>No guarantee of smooth looping when using HTML or Flash audio. If you have a track that needs to loop * 		smoothly and you are supporting non-web audio browsers, do not use audio sprites for that sound if you can avoid * 		it.</li> *     <li>No guarantee that HTML audio will play back immediately, especially the first time. In some browsers *     (Chrome!), HTML audio will only load enough to play through at the current download speed – so we rely on the *     `canplaythrough` event to determine if the audio is loaded. Since audio sprites must jump ahead to play specific *     sounds, the audio may not yet have downloaded fully.</li> *     <li>Audio sprites share the same core source, so if you have a sprite with 5 sounds and are limited to 2 * 		concurrently playing instances, you can only play 2 of the sounds at the same time.</li> * </ul> * * <h4>Example</h4> * *		createjs.Sound.initializeDefaultPlugins(); *		var assetsPath = "./assets/"; *		var sounds = [{ *			src:"MyAudioSprite.ogg", data: { *				audioSprite: [ *					{id:"sound1", startTime:0, duration:500}, *					{id:"sound2", startTime:1000, duration:400}, *					{id:"sound3", startTime:1700, duration: 1000} *				]} *			} *		]; *		createjs.Sound.alternateExtensions = ["mp3"]; *		createjs.Sound.on("fileload", loadSound); *		createjs.Sound.registerSounds(sounds, assetsPath); *		// after load is complete *		createjs.Sound.play("sound2"); * * You can also create audio sprites on the fly by setting the startTime and duration when creating an new AbstractSoundInstance. * * 		createjs.Sound.play("MyAudioSprite", {startTime: 1000, duration: 400}); * * The excellent CreateJS community has created a tool to create audio sprites, available at * <a href="https://github.com/tonistiigi/audiosprite" target="_blank">https://github.com/tonistiigi/audiosprite</a>, * as well as a <a href="http://jsfiddle.net/bharat_battu/g8fFP/12/" target="_blank">jsfiddle</a> to convert the output * to SoundJS format. * * @class AudioSprite * @since 0.6.0 *///##############################################################################// PlayPropsConfig.js//##############################################################################(function () {	"use strict";	/**	 * A class to store the optional play properties passed in {{#crossLink "Sound/play"}}{{/crossLink}} and	 * {{#crossLink "AbstractSoundInstance/play"}}{{/crossLink}} calls.	 *	 * Optional Play Properties Include:	 * <ul>	 * <li>interrupt - How to interrupt any currently playing instances of audio with the same source,	 * if the maximum number of instances of the sound are already playing. Values are defined as <code>INTERRUPT_TYPE</code>	 * constants on the Sound class, with the default defined by {{#crossLink "Sound/defaultInterruptBehavior:property"}}{{/crossLink}}.</li>	 * <li>delay - The amount of time to delay the start of audio playback, in milliseconds.</li>	 * <li>offset - The offset from the start of the audio to begin playback, in milliseconds.</li>	 * <li>loop - How many times the audio loops when it reaches the end of playback. The default is 0 (no	 * loops), and -1 can be used for infinite playback.</li>	 * <li>volume - The volume of the sound, between 0 and 1. Note that the master volume is applied	 * against the individual volume.</li>	 * <li>pan - The left-right pan of the sound (if supported), between -1 (left) and 1 (right).</li>	 * <li>startTime - To create an audio sprite (with duration), the initial offset to start playback and loop from, in milliseconds.</li>	 * <li>duration - To create an audio sprite (with startTime), the amount of time to play the clip for, in milliseconds.</li>	 * </ul>	 *	 * <h4>Example</h4>	 *	 * 	var props = new createjs.PlayPropsConfig().set({interrupt: createjs.Sound.INTERRUPT_ANY, loop: -1, volume: 0.5})	 * 	createjs.Sound.play("mySound", props);	 * 	// OR	 * 	mySoundInstance.play(props);	 *	 * @class PlayPropsConfig	 * @constructor	 * @since 0.6.1	 */	// TODO think of a better name for this class	var PlayPropsConfig = function () {// Public Properties		/**		 * How to interrupt any currently playing instances of audio with the same source,		 * if the maximum number of instances of the sound are already playing. Values are defined as		 * <code>INTERRUPT_TYPE</code> constants on the Sound class, with the default defined by		 * {{#crossLink "Sound/defaultInterruptBehavior:property"}}{{/crossLink}}.		 * @property interrupt		 * @type {string}		 * @default null		 */		this.interrupt = null;		/**		 * The amount of time to delay the start of audio playback, in milliseconds.		 * @property delay		 * @type {Number}		 * @default null		 */		this.delay = null;		/**		 * The offset from the start of the audio to begin playback, in milliseconds.		 * @property offset		 * @type {number}		 * @default null		 */		this.offset = null;		/**		 * How many times the audio loops when it reaches the end of playback. The default is 0 (no		 * loops), and -1 can be used for infinite playback.		 * @property loop		 * @type {number}		 * @default null		 */		this.loop = null;		/**		 * The volume of the sound, between 0 and 1. Note that the master volume is applied		 * against the individual volume.		 * @property volume		 * @type {number}		 * @default null		 */		this.volume = null;		/**		 * The left-right pan of the sound (if supported), between -1 (left) and 1 (right).		 * @property pan		 * @type {number}		 * @default null		 */		this.pan = null;		/**		 * Used to create an audio sprite (with duration), the initial offset to start playback and loop from, in milliseconds.		 * @property startTime		 * @type {number}		 * @default null		 */		this.startTime = null;		/**		 * Used to create an audio sprite (with startTime), the amount of time to play the clip for, in milliseconds.		 * @property duration		 * @type {number}		 * @default null		 */		this.duration = null;	};	var p = PlayPropsConfig.prototype = {};	var s = PlayPropsConfig;// Static Methods	/**	 * Creates a PlayPropsConfig from another PlayPropsConfig or an Object.	 *	 * @method create	 * @param {PlayPropsConfig|Object} value The play properties	 * @returns {PlayPropsConfig}	 * @static	 */	s.create = function (value) {		if (typeof(value) === "string") {			// Handle the old API gracefully.			console && (console.warn || console.log)("Deprecated behaviour. Sound.play takes a configuration object instead of individual arguments. See docs for info.");			return new createjs.PlayPropsConfig().set({interrupt:value});		} else if (value == null || value instanceof s || value instanceof Object) {			return new createjs.PlayPropsConfig().set(value);		} else if (value == null) {			throw new Error("PlayProps configuration not recognized.");		}	};// Public Methods	/**	 * Provides a chainable shortcut method for setting a number of properties on the instance.	 *	 * <h4>Example</h4>	 *	 *      var PlayPropsConfig = new createjs.PlayPropsConfig().set({loop:-1, volume:0.7});	 *	 * @method set	 * @param {Object} props A generic object containing properties to copy to the PlayPropsConfig instance.	 * @return {PlayPropsConfig} Returns the instance the method is called on (useful for chaining calls.)	*/	p.set = function(props) {		if (props != null) {			for (var n in props) { this[n] = props[n]; }		}		return this;	};	p.toString = function() {		return "[PlayPropsConfig]";	};	createjs.PlayPropsConfig = s;}());//##############################################################################// Sound.js//##############################################################################(function () {	"use strict";	/**	 * The Sound class is the public API for creating sounds, controlling the overall sound levels, and managing plugins.	 * All Sound APIs on this class are static.	 *	 * <b>Registering and Preloading</b><br />	 * Before you can play a sound, it <b>must</b> be registered. You can do this with {{#crossLink "Sound/registerSound"}}{{/crossLink}},	 * or register multiple sounds using {{#crossLink "Sound/registerSounds"}}{{/crossLink}}. If you don't register a	 * sound prior to attempting to play it using {{#crossLink "Sound/play"}}{{/crossLink}} or create it using {{#crossLink "Sound/createInstance"}}{{/crossLink}},	 * the sound source will be automatically registered but playback will fail as the source will not be ready. If you use	 * <a href="http://preloadjs.com" target="_blank">PreloadJS</a>, registration is handled for you when the sound is	 * preloaded. It is recommended to preload sounds either internally using the register functions or externally using	 * PreloadJS so they are ready when you want to use them.	 *	 * <b>Playback</b><br />	 * To play a sound once it's been registered and preloaded, use the {{#crossLink "Sound/play"}}{{/crossLink}} method.	 * This method returns a {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} which can be paused, resumed, muted, etc.	 * Please see the {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} documentation for more on the instance control APIs.	 *	 * <b>Plugins</b><br />	 * By default, the {{#crossLink "WebAudioPlugin"}}{{/crossLink}} or the {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}}	 * are used (when available), although developers can change plugin priority or add new plugins (such as the	 * provided {{#crossLink "FlashAudioPlugin"}}{{/crossLink}}). Please see the {{#crossLink "Sound"}}{{/crossLink}} API	 * methods for more on the playback and plugin APIs. To install plugins, or specify a different plugin order, see	 * {{#crossLink "Sound/installPlugins"}}{{/crossLink}}.	 *	 * <h4>Example</h4>	 *	 *      createjs.FlashAudioPlugin.swfPath = "../src/soundjs/flashaudio";	 *      createjs.Sound.registerPlugins([createjs.WebAudioPlugin, createjs.FlashAudioPlugin]);	 *      createjs.Sound.alternateExtensions = ["mp3"];	 *      createjs.Sound.on("fileload", this.loadHandler, this);	 *      createjs.Sound.registerSound("path/to/mySound.ogg", "sound");	 *      function loadHandler(event) {     *          // This is fired for each sound that is registered.     *          var instance = createjs.Sound.play("sound");  // play using id.  Could also use full source path or event.src.     *          instance.on("complete", this.handleComplete, this);     *          instance.volume = 0.5;	 *      }	 *	 * The maximum number of concurrently playing instances of the same sound can be specified in the "data" argument	 * of {{#crossLink "Sound/registerSound"}}{{/crossLink}}.  Note that if not specified, the active plugin will apply	 * a default limit.  Currently HTMLAudioPlugin sets a default limit of 2, while WebAudioPlugin and FlashAudioPlugin set a	 * default limit of 100.	 *	 *      createjs.Sound.registerSound("sound.mp3", "soundId", 4);	 *	 * Sound can be used as a plugin with PreloadJS to help preload audio properly. Audio preloaded with PreloadJS is	 * automatically registered with the Sound class. When audio is not preloaded, Sound will do an automatic internal	 * load. As a result, it may fail to play the first time play is called if the audio is not finished loading. Use	 * the {{#crossLink "Sound/fileload:event"}}{{/crossLink}} event to determine when a sound has finished internally	 * preloading. It is recommended that all audio is preloaded before it is played.	 *	 *      var queue = new createjs.LoadQueue();	 *		queue.installPlugin(createjs.Sound);	 *	 * <b>Audio Sprites</b><br />	 * SoundJS has added support for {{#crossLink "AudioSprite"}}{{/crossLink}}, available as of version 0.6.0.	 * For those unfamiliar with audio sprites, they are much like CSS sprites or sprite sheets: multiple audio assets	 * grouped into a single file.	 *	 * <h4>Example</h4>	 *	 *		var assetsPath = "./assets/";	 *		var sounds = [{	 *			src:"MyAudioSprite.ogg", data: {	 *				audioSprite: [	 *					{id:"sound1", startTime:0, duration:500},	 *					{id:"sound2", startTime:1000, duration:400},	 *					{id:"sound3", startTime:1700, duration: 1000}	 *				]} 	 *			}	 *		];	 *		createjs.Sound.alternateExtensions = ["mp3"];	 *		createjs.Sound.on("fileload", loadSound);	 *		createjs.Sound.registerSounds(sounds, assetsPath);	 *		// after load is complete	 *		createjs.Sound.play("sound2");	 *	 * <b>Mobile Playback</b><br />	 * Devices running iOS require the WebAudio context to be "unlocked" by playing at least one sound inside of a user-	 * initiated event (such as touch/click). Earlier versions of SoundJS included a "MobileSafe" sample, but this is no	 * longer necessary as of SoundJS 0.6.2.	 * <ul>	 *     <li>	 *         In SoundJS 0.4.1 and above, you can either initialize plugins or use the {{#crossLink "WebAudioPlugin/playEmptySound"}}{{/crossLink}}	 *         method in the call stack of a user input event to manually unlock the audio context.	 *     </li>	 *     <li>	 *         In SoundJS 0.6.2 and above, SoundJS will automatically listen for the first document-level "mousedown"	 *         and "touchend" event, and unlock WebAudio. This will continue to check these events until the WebAudio	 *         context becomes "unlocked" (changes from "suspended" to "running")	 *     </li>	 *     <li>	 *         Both the "mousedown" and "touchend" events can be used to unlock audio in iOS9+, the "touchstart" event	 *         will work in iOS8 and below. The "touchend" event will only work in iOS9 when the gesture is interpreted	 *         as a "click", so if the user long-presses the button, it will no longer work.	 *     </li>	 *     <li>	 *         When using the <a href="http://www.createjs.com/docs/easeljs/classes/Touch.html">EaselJS Touch class</a>,	 *         the "mousedown" event will not fire when a canvas is clicked, since MouseEvents are prevented, to ensure	 *         only touch events fire. To get around this, you can either rely on "touchend", or:	 *         <ol>	 *             <li>Set the `allowDefault` property on the Touch class constructor to `true` (defaults to `false`).</li>	 *             <li>Set the `preventSelection` property on the EaselJS `Stage` to `false`.</li>	 *         </ol>	 *         These settings may change how your application behaves, and are not recommended.	 *     </li>	 * </ul>	 *	 * <b>Loading Alternate Paths and Extension-less Files</b><br />	 * SoundJS supports loading alternate paths and extension-less files by passing an object instead of a string for	 * the `src` property, which is a hash using the format `{extension:"path", extension2:"path2"}`. These labels are	 * how SoundJS determines if the browser will support the sound. This also enables multiple formats to live in	 * different folders, or on CDNs, which often has completely different filenames for each file.	 *	 * Priority is determined by the property order (first property is tried first).  This is supported by both internal loading	 * and loading with PreloadJS.	 *	 * <em>Note: an id is required for playback.</em>	 *	 * <h4>Example</h4>	 *	 *		var sounds = {path:"./audioPath/",	 * 				manifest: [	 *				{id: "cool", src: {mp3:"mp3/awesome.mp3", ogg:"noExtensionOggFile"}}	 *		]};	 *	 *		createjs.Sound.alternateExtensions = ["mp3"];	 *		createjs.Sound.addEventListener("fileload", handleLoad);	 *		createjs.Sound.registerSounds(sounds);	 *	 * <h3>Known Browser and OS issues</h3>	 * <b>IE 9 HTML Audio limitations</b><br />	 * <ul><li>There is a delay in applying volume changes to tags that occurs once playback is started. So if you have	 * muted all sounds, they will all play during this delay until the mute applies internally. This happens regardless of	 * when or how you apply the volume change, as the tag seems to need to play to apply it.</li>     * <li>MP3 encoding will not always work for audio tags, particularly in Internet Explorer. We've found default	 * encoding with 64kbps works.</li>	 * <li>Occasionally very short samples will get cut off.</li>	 * <li>There is a limit to how many audio tags you can load and play at once, which appears to be determined by	 * hardware and browser settings.  See {{#crossLink "HTMLAudioPlugin.MAX_INSTANCES"}}{{/crossLink}} for a safe	 * estimate.</li></ul>	 *	 * <b>Firefox 25 Web Audio limitations</b>	 * <ul><li>mp3 audio files do not load properly on all windows machines, reported	 * <a href="https://bugzilla.mozilla.org/show_bug.cgi?id=929969" target="_blank">here</a>. </br>	 * For this reason it is recommended to pass another FF supported type (ie ogg) first until this bug is resolved, if	 * possible.</li></ul>	 * <b>Safari limitations</b><br />	 * <ul><li>Safari requires Quicktime to be installed for audio playback.</li></ul>	 *	 * <b>iOS 6 Web Audio limitations</b><br />	 * <ul><li>Sound is initially locked, and must be unlocked via a user-initiated event. Please see the section on	 * Mobile Playback above.</li>	 * <li>A bug exists that will distort un-cached web audio when a video element is present in the DOM that has audio	 * at a different sampleRate.</li>	 * </ul>	 *	 * <b>Android HTML Audio limitations</b><br />	 * <ul><li>We have no control over audio volume. Only the user can set volume on their device.</li>	 * <li>We can only play audio inside a user event (touch/click).  This currently means you cannot loop sound or use	 * a delay.</li></ul>	 *	 * <b>Web Audio and PreloadJS</b><br />	 * <ul><li>Web Audio must be loaded through XHR, therefore when used with PreloadJS, tag loading is not possible.	 * This means that tag loading can not be used to avoid cross domain issues.</li><ul>	 *	 * @class Sound	 * @static	 * @uses EventDispatcher	 */	function Sound() {		throw "Sound cannot be instantiated";	}	var s = Sound;// Static Properties	/**	 * The interrupt value to interrupt any currently playing instance with the same source, if the maximum number of	 * instances of the sound are already playing.	 * @property INTERRUPT_ANY	 * @type {String}	 * @default any	 * @static	 */	s.INTERRUPT_ANY = "any";	/**	 * The interrupt value to interrupt the earliest currently playing instance with the same source that progressed the	 * least distance in the audio track, if the maximum number of instances of the sound are already playing.	 * @property INTERRUPT_EARLY	 * @type {String}	 * @default early	 * @static	 */	s.INTERRUPT_EARLY = "early";	/**	 * The interrupt value to interrupt the currently playing instance with the same source that progressed the most	 * distance in the audio track, if the maximum number of instances of the sound are already playing.	 * @property INTERRUPT_LATE	 * @type {String}	 * @default late	 * @static	 */	s.INTERRUPT_LATE = "late";	/**	 * The interrupt value to not interrupt any currently playing instances with the same source, if the maximum number of	 * instances of the sound are already playing.	 * @property INTERRUPT_NONE	 * @type {String}	 * @default none	 * @static	 */	s.INTERRUPT_NONE = "none";	/**	 * Defines the playState of an instance that is still initializing.	 * @property PLAY_INITED	 * @type {String}	 * @default playInited	 * @static	 */	s.PLAY_INITED = "playInited";	/**	 * Defines the playState of an instance that is currently playing or paused.	 * @property PLAY_SUCCEEDED	 * @type {String}	 * @default playSucceeded	 * @static	 */	s.PLAY_SUCCEEDED = "playSucceeded";	/**	 * Defines the playState of an instance that was interrupted by another instance.	 * @property PLAY_INTERRUPTED	 * @type {String}	 * @default playInterrupted	 * @static	 */	s.PLAY_INTERRUPTED = "playInterrupted";	/**	 * Defines the playState of an instance that completed playback.	 * @property PLAY_FINISHED	 * @type {String}	 * @default playFinished	 * @static	 */	s.PLAY_FINISHED = "playFinished";	/**	 * Defines the playState of an instance that failed to play. This is usually caused by a lack of available channels	 * when the interrupt mode was "INTERRUPT_NONE", the playback stalled, or the sound could not be found.	 * @property PLAY_FAILED	 * @type {String}	 * @default playFailed	 * @static	 */	s.PLAY_FAILED = "playFailed";	/**	 * A list of the default supported extensions that Sound will <i>try</i> to play. Plugins will check if the browser	 * can play these types, so modifying this list before a plugin is initialized will allow the plugins to try to	 * support additional media types.	 *	 * NOTE this does not currently work for {{#crossLink "FlashAudioPlugin"}}{{/crossLink}}.	 *	 * More details on file formats can be found at <a href="http://en.wikipedia.org/wiki/Audio_file_format" target="_blank">http://en.wikipedia.org/wiki/Audio_file_format</a>.<br />	 * A very detailed list of file formats can be found at <a href="http://www.fileinfo.com/filetypes/audio" target="_blank">http://www.fileinfo.com/filetypes/audio</a>.	 * @property SUPPORTED_EXTENSIONS	 * @type {Array[String]}	 * @default ["mp3", "ogg", "opus", "mpeg", "wav", "m4a", "mp4", "aiff", "wma", "mid"]	 * @since 0.4.0	 * @static	 */	s.SUPPORTED_EXTENSIONS = ["mp3", "ogg", "opus", "mpeg", "wav", "m4a", "mp4", "aiff", "wma", "mid"];	/**	 * Some extensions use another type of extension support to play (one of them is a codex).  This allows you to map	 * that support so plugins can accurately determine if an extension is supported.  Adding to this list can help	 * plugins determine more accurately if an extension is supported.	 * 	 * A useful list of extensions for each format can be found at <a href="http://html5doctor.com/html5-audio-the-state-of-play/" target="_blank">http://html5doctor.com/html5-audio-the-state-of-play/</a>.	 * @property EXTENSION_MAP	 * @type {Object}	 * @since 0.4.0	 * @default {m4a:"mp4"}	 * @static	 */	s.EXTENSION_MAP = {		m4a:"mp4"	};	/**	 * The RegExp pattern used to parse file URIs. This supports simple file names, as well as full domain URIs with	 * query strings. The resulting match is: protocol:$1 domain:$2 path:$3 file:$4 extension:$5 query:$6.	 * @property FILE_PATTERN	 * @type {RegExp}	 * @static	 * @private	 */	s.FILE_PATTERN = /^(?:(\w+:)\/{2}(\w+(?:\.\w+)*\/?))?([/.]*?(?:[^?]+)?\/)?((?:[^/?]+)\.(\w+))(?:\?(\S+)?)?$/;// Class Public properties	/**	 * Determines the default behavior for interrupting other currently playing instances with the same source, if the	 * maximum number of instances of the sound are already playing.  Currently the default is {{#crossLink "Sound/INTERRUPT_NONE:property"}}{{/crossLink}}	 * but this can be set and will change playback behavior accordingly.  This is only used when {{#crossLink "Sound/play"}}{{/crossLink}}	 * is called without passing a value for interrupt.	 * @property defaultInterruptBehavior	 * @type {String}	 * @default Sound.INTERRUPT_NONE, or "none"	 * @static	 * @since 0.4.0	 */	s.defaultInterruptBehavior = s.INTERRUPT_NONE;  // OJR does s.INTERRUPT_ANY make more sense as default?  Needs game dev testing to see which case makes more sense.	/**	 * An array of extensions to attempt to use when loading sound, if the default is unsupported by the active plugin.	 * These are applied in order, so if you try to Load Thunder.ogg in a browser that does not support ogg, and your	 * extensions array is ["mp3", "m4a", "wav"] it will check mp3 support, then m4a, then wav. The audio files need	 * to exist in the same location, as only the extension is altered.	 *	 * Note that regardless of which file is loaded, you can call {{#crossLink "Sound/createInstance"}}{{/crossLink}}	 * and {{#crossLink "Sound/play"}}{{/crossLink}} using the same id or full source path passed for loading.	 *	 * <h4>Example</h4>	 *	 *	var sounds = [	 *		{src:"myPath/mySound.ogg", id:"example"},	 *	];	 *	createjs.Sound.alternateExtensions = ["mp3"]; // now if ogg is not supported, SoundJS will try asset0.mp3	 *	createjs.Sound.on("fileload", handleLoad); // call handleLoad when each sound loads	 *	createjs.Sound.registerSounds(sounds, assetPath);	 *	// ...	 *	createjs.Sound.play("myPath/mySound.ogg"); // works regardless of what extension is supported.  Note calling with ID is a better approach	 *	 * @property alternateExtensions	 * @type {Array}	 * @since 0.5.2	 * @static	 */	s.alternateExtensions = [];	/**	 * The currently active plugin. If this is null, then no plugin could be initialized. If no plugin was specified,	 * Sound attempts to apply the default plugins: {{#crossLink "WebAudioPlugin"}}{{/crossLink}}, followed by	 * {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}}.	 * @property activePlugin	 * @type {Object}	 * @static	 */    s.activePlugin = null;// class getter / setter properties	/**	 * Set the master volume of Sound. The master volume is multiplied against each sound's individual volume.  For	 * example, if master volume is 0.5 and a sound's volume is 0.5, the resulting volume is 0.25. To set individual	 * sound volume, use AbstractSoundInstance {{#crossLink "AbstractSoundInstance/volume:property"}}{{/crossLink}}	 * instead.	 *	 * <h4>Example</h4>	 *	 *     createjs.Sound.volume = 0.5;	 *	 * @property volume	 * @type {Number}	 * @default 1	 * @since 0.6.1	 */	/**	 * The internal volume level. Use {{#crossLink "Sound/volume:property"}}{{/crossLink}} to adjust the master volume.	 * @property _masterVolume	 * @type {number}	 * @default 1	 * @private	 */	s._masterVolume = 1;	/**	 * Use the {{#crossLink "Sound/volume:property"}}{{/crossLink}} property instead.	 * @method _getMasterVolume	 * @private	 * @static	 * @return {Number}	 **/	s._getMasterVolume = function() {		return this._masterVolume;	};	// Sound.getMasterVolume is @deprecated. Remove for 1.1+	s.getVolume = createjs.deprecate(s._getMasterVolume, "Sound.getVolume");	/**	 * Use the {{#crossLink "Sound/volume:property"}}{{/crossLink}} property instead.	 * @method _setMasterVolume	 * @static	 * @private	 **/	s._setMasterVolume = function(value) {		if (Number(value) == null) { return; }		value = Math.max(0, Math.min(1, value));		s._masterVolume = value;		if (!this.activePlugin || !this.activePlugin.setVolume || !this.activePlugin.setVolume(value)) {			var instances = this._instances;			for (var i = 0, l = instances.length; i < l; i++) {				instances[i].setMasterVolume(value);			}		}	};	// Sound.stMasterVolume is @deprecated. Remove for 1.1+	s.setVolume = createjs.deprecate(s._setMasterVolume, "Sound.setVolume");	/**	 * Mute/Unmute all audio. Note that muted audio still plays at 0 volume. This global mute value is maintained	 * separately and when set will override, but not change the mute property of individual instances. To mute an individual	 * instance, use AbstractSoundInstance {{#crossLink "AbstractSoundInstance/muted:property"}}{{/crossLink}} instead.	 *	 * <h4>Example</h4>	 *	 *     createjs.Sound.muted = true;	 *	 *	 * @property muted	 * @type {Boolean}	 * @default false	 * @since 0.6.1	 */	s._masterMute = false;	/**	 * Use the {{#crossLink "Sound/muted:property"}}{{/crossLink}} property instead.	 * @method _getMute	 * @returns {Boolean}	 * @static	 * @private	 */	s._getMute = function () {		return this._masterMute;	};	// Sound.getMute is @deprecated. Remove for 1.1+	s.getMute = createjs.deprecate(s._getMute, "Sound.getMute");	/**	 * Use the {{#crossLink "Sound/muted:property"}}{{/crossLink}} property instead.	 * @method _setMute	 * @param {Boolean} value The muted value	 * @static	 * @private	 */	s._setMute = function (value) {		if (value == null) { return; }		this._masterMute = value;		if (!this.activePlugin || !this.activePlugin.setMute || !this.activePlugin.setMute(value)) {			var instances = this._instances;			for (var i = 0, l = instances.length; i < l; i++) {				instances[i].setMasterMute(value);			}		}	};	// Sound.setMute is @deprecated. Remove for 1.1+	s.setMute = createjs.deprecate(s._setMute, "Sound.setMute");	/**	 * Get the active plugins capabilities, which help determine if a plugin can be used in the current environment,	 * or if the plugin supports a specific feature. Capabilities include:	 * <ul>	 *     <li><b>panning:</b> If the plugin can pan audio from left to right</li>	 *     <li><b>volume;</b> If the plugin can control audio volume.</li>	 *     <li><b>tracks:</b> The maximum number of audio tracks that can be played back at a time. This will be -1	 *     if there is no known limit.</li>	 * <br />An entry for each file type in {{#crossLink "Sound/SUPPORTED_EXTENSIONS:property"}}{{/crossLink}}:	 *     <li><b>mp3:</b> If MP3 audio is supported.</li>	 *     <li><b>ogg:</b> If OGG audio is supported.</li>	 *     <li><b>wav:</b> If WAV audio is supported.</li>	 *     <li><b>mpeg:</b> If MPEG audio is supported.</li>	 *     <li><b>m4a:</b> If M4A audio is supported.</li>	 *     <li><b>mp4:</b> If MP4 audio is supported.</li>	 *     <li><b>aiff:</b> If aiff audio is supported.</li>	 *     <li><b>wma:</b> If wma audio is supported.</li>	 *     <li><b>mid:</b> If mid audio is supported.</li>	 * </ul>	 *	 * You can get a specific capability of the active plugin using standard object notation	 *	 * <h4>Example</h4>	 *	 *      var mp3 = createjs.Sound.capabilities.mp3;	 *	 * Note this property is read only.	 *	 * @property capabilities	 * @type {Object}	 * @static	 * @readOnly	 * @since 0.6.1	 */	/**	 * Use the {{#crossLink "Sound/capabilities:property"}}{{/crossLink}} property instead.	 * @returns {null}	 * @private	 */	s._getCapabilities = function() {		if (s.activePlugin == null) { return null; }		return s.activePlugin._capabilities;	};	// Sound.getCapabilities is @deprecated. Remove for 1.1+	s.getCapabilities = createjs.deprecate(s._getCapabilities, "Sound.getCapabilities");	Object.defineProperties(s, {		volume: { get: s._getMasterVolume, set: s._setMasterVolume },		muted: { get: s._getMute, set: s._setMute },		capabilities: { get: s._getCapabilities }	});// Class Private properties	/**	 * Determines if the plugins have been registered. If false, the first call to {{#crossLink "play"}}{{/crossLink}} will instantiate the default	 * plugins ({{#crossLink "WebAudioPlugin"}}{{/crossLink}}, followed by {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}}).	 * If plugins have been registered, but none are applicable, then sound playback will fail.	 * @property _pluginsRegistered	 * @type {Boolean}	 * @default false	 * @static	 * @private	 */	s._pluginsRegistered = false;	/**	 * Used internally to assign unique IDs to each AbstractSoundInstance.	 * @property _lastID	 * @type {Number}	 * @static	 * @private	 */	s._lastID = 0;	/**	 * An array containing all currently playing instances. This allows Sound to control the volume, mute, and playback of	 * all instances when using static APIs like {{#crossLink "Sound/stop"}}{{/crossLink}} and {{#crossLink "Sound/volume:property"}}{{/crossLink}}.	 * When an instance has finished playback, it gets removed via the {{#crossLink "Sound/finishedPlaying"}}{{/crossLink}}	 * method. If the user replays an instance, it gets added back in via the {{#crossLink "Sound/_beginPlaying"}}{{/crossLink}}	 * method.	 * @property _instances	 * @type {Array}	 * @private	 * @static	 */	s._instances = [];	/**	 * An object hash storing objects with sound sources, startTime, and duration via there corresponding ID.	 * @property _idHash	 * @type {Object}	 * @private	 * @static	 */	s._idHash = {};	/**	 * An object hash that stores preloading sound sources via the parsed source that is passed to the plugin.  Contains the	 * source, id, and data that was passed in by the user.  Parsed sources can contain multiple instances of source, id,	 * and data.	 * @property _preloadHash	 * @type {Object}	 * @private	 * @static	 */	s._preloadHash = {};	/**	 * An object hash storing {{#crossLink "PlayPropsConfig"}}{{/crossLink}} via the parsed source that is passed as defaultPlayProps in	 * {{#crossLink "Sound/registerSound"}}{{/crossLink}} and {{#crossLink "Sound/registerSounds"}}{{/crossLink}}.	 * @property _defaultPlayPropsHash	 * @type {Object}	 * @private	 * @static	 * @since 0.6.1	 */	s._defaultPlayPropsHash = {};// EventDispatcher methods:	s.addEventListener = null;	s.removeEventListener = null;	s.removeAllEventListeners = null;	s.dispatchEvent = null;	s.hasEventListener = null;	s._listeners = null;	createjs.EventDispatcher.initialize(s); // inject EventDispatcher methods.// Events	/**	 * This event is fired when a file finishes loading internally. This event is fired for each loaded sound,	 * so any handler methods should look up the <code>event.src</code> to handle a particular sound.	 * @event fileload	 * @param {Object} target The object that dispatched the event.	 * @param {String} type The event type.	 * @param {String} src The source of the sound that was loaded.	 * @param {String} [id] The id passed in when the sound was registered. If one was not provided, it will be null.	 * @param {Number|Object} [data] Any additional data associated with the item. If not provided, it will be undefined.	 * @since 0.4.1	 */	/**	 * This event is fired when a file fails loading internally. This event is fired for each loaded sound,	 * so any handler methods should look up the <code>event.src</code> to handle a particular sound.	 * @event fileerror	 * @param {Object} target The object that dispatched the event.	 * @param {String} type The event type.	 * @param {String} src The source of the sound that was loaded.	 * @param {String} [id] The id passed in when the sound was registered. If one was not provided, it will be null.	 * @param {Number|Object} [data] Any additional data associated with the item. If not provided, it will be undefined.	 * @since 0.6.0	 */// Class Public Methods	/**	 * Get the preload rules to allow Sound to be used as a plugin by <a href="http://preloadjs.com" target="_blank">PreloadJS</a>.	 * Any load calls that have the matching type or extension will fire the callback method, and use the resulting	 * object, which is potentially modified by Sound. This helps when determining the correct path, as well as	 * registering the audio instance(s) with Sound. This method should not be called, except by PreloadJS.	 * @method getPreloadHandlers	 * @return {Object} An object containing:	 * <ul><li>callback: A preload callback that is fired when a file is added to PreloadJS, which provides	 *      Sound a mechanism to modify the load parameters, select the correct file format, register the sound, etc.</li>	 *      <li>types: A list of file types that are supported by Sound (currently supports "sound").</li>	 *      <li>extensions: A list of file extensions that are supported by Sound (see {{#crossLink "Sound/SUPPORTED_EXTENSIONS:property"}}{{/crossLink}}).</li></ul>	 * @static	 * @private	 */	s.getPreloadHandlers = function () {		return {			callback:createjs.proxy(s.initLoad, s),			types:["sound"],			extensions:s.SUPPORTED_EXTENSIONS		};	};	/**	 * Used to dispatch fileload events from internal loading.	 * @method _handleLoadComplete	 * @param event A loader event.	 * @private	 * @static	 * @since 0.6.0	 */	s._handleLoadComplete = function(event) {		var src = event.target.getItem().src;		if (!s._preloadHash[src]) {return;}		for (var i = 0, l = s._preloadHash[src].length; i < l; i++) {			var item = s._preloadHash[src][i];			s._preloadHash[src][i] = true;			if (!s.hasEventListener("fileload")) { continue; }			var event = new createjs.Event("fileload");			event.src = item.src;			event.id = item.id;			event.data = item.data;			event.sprite = item.sprite;			s.dispatchEvent(event);		}	};	/**	 * Used to dispatch error events from internal preloading.	 * @param event	 * @private	 * @since 0.6.0	 * @static	 */	s._handleLoadError = function(event) {		var src = event.target.getItem().src;		if (!s._preloadHash[src]) {return;}		for (var i = 0, l = s._preloadHash[src].length; i < l; i++) {			var item = s._preloadHash[src][i];			s._preloadHash[src][i] = false;			if (!s.hasEventListener("fileerror")) { continue; }			var event = new createjs.Event("fileerror");			event.src = item.src;			event.id = item.id;			event.data = item.data;			event.sprite = item.sprite;			s.dispatchEvent(event);		}	};	/**	 * Used by {{#crossLink "Sound/registerPlugins"}}{{/crossLink}} to register a Sound plugin.	 *	 * @method _registerPlugin	 * @param {Object} plugin The plugin class to install.	 * @return {Boolean} Whether the plugin was successfully initialized.	 * @static	 * @private	 */	s._registerPlugin = function (plugin) {		// Note: Each plugin is passed in as a class reference, but we store the activePlugin as an instance		if (plugin.isSupported()) {			s.activePlugin = new plugin();			return true;		}		return false;	};	/**	 * Register a list of Sound plugins, in order of precedence. To register a single plugin, pass a single element in the array.	 *	 * <h4>Example</h4>	 *	 *      createjs.FlashAudioPlugin.swfPath = "../src/soundjs/flashaudio/";	 *      createjs.Sound.registerPlugins([createjs.WebAudioPlugin, createjs.HTMLAudioPlugin, createjs.FlashAudioPlugin]);	 *	 * @method registerPlugins	 * @param {Array} plugins An array of plugins classes to install.	 * @return {Boolean} Whether a plugin was successfully initialized.	 * @static	 */	s.registerPlugins = function (plugins) {		s._pluginsRegistered = true;		for (var i = 0, l = plugins.length; i < l; i++) {			if (s._registerPlugin(plugins[i])) {				return true;			}		}		return false;	};	/**	 * Initialize the default plugins. This method is automatically called when any audio is played or registered before	 * the user has manually registered plugins, and enables Sound to work without manual plugin setup. Currently, the	 * default plugins are {{#crossLink "WebAudioPlugin"}}{{/crossLink}} followed by {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}}.	 *	 * <h4>Example</h4>	 *	 * 	if (!createjs.initializeDefaultPlugins()) { return; }	 *	 * @method initializeDefaultPlugins	 * @returns {Boolean} True if a plugin was initialized, false otherwise.	 * @since 0.4.0	 * @static	 */	s.initializeDefaultPlugins = function () {		if (s.activePlugin != null) {return true;}		if (s._pluginsRegistered) {return false;}		if (s.registerPlugins([createjs.WebAudioPlugin, createjs.HTMLAudioPlugin])) {return true;}		return false;	};	/**	 * Determines if Sound has been initialized, and a plugin has been activated.	 *	 * <h4>Example</h4>	 * This example sets up a Flash fallback, but only if there is no plugin specified yet.	 *	 * 	if (!createjs.Sound.isReady()) {	 *		createjs.FlashAudioPlugin.swfPath = "../src/soundjs/flashaudio/";	 * 		createjs.Sound.registerPlugins([createjs.WebAudioPlugin, createjs.HTMLAudioPlugin, createjs.FlashAudioPlugin]);	 *	}	 *	 * @method isReady	 * @return {Boolean} If Sound has initialized a plugin.	 * @static	 */	s.isReady = function () {		return (s.activePlugin != null);	};	/**	 * Process manifest items from <a href="http://preloadjs.com" target="_blank">PreloadJS</a>. This method is intended	 * for usage by a plugin, and not for direct interaction.	 * @method initLoad	 * @param {Object} src The object to load.	 * @return {Object|AbstractLoader} An instance of AbstractLoader.	 * @private	 * @static	 */	s.initLoad = function (loadItem) {		if (loadItem.type == "video") { return true; } // Don't handle video. PreloadJS's plugin model is really aggressive.		return s._registerSound(loadItem);	};	/**	 * Internal method for loading sounds.  This should not be called directly.	 *	 * @method _registerSound	 * @param {Object} src The object to load, containing src property and optionally containing id and data.	 * @return {Object} An object with the modified values that were passed in, which defines the sound.	 * Returns false if the source cannot be parsed or no plugins can be initialized.	 * Returns true if the source is already loaded.	 * @static	 * @private	 * @since 0.6.0	 */	s._registerSound = function (loadItem) {		if (!s.initializeDefaultPlugins()) {return false;}		var details;		if (loadItem.src instanceof Object) {			details = s._parseSrc(loadItem.src);			details.src = loadItem.path + details.src;		} else {			details = s._parsePath(loadItem.src);		}		if (details == null) {return false;}		loadItem.src = details.src;		loadItem.type = "sound";		var data = loadItem.data;		var numChannels = null;		if (data != null) {			if (!isNaN(data.channels)) {				numChannels = parseInt(data.channels);			} else if (!isNaN(data)) {				numChannels = parseInt(data);			}			if(data.audioSprite) {				var sp;				for(var i = data.audioSprite.length; i--; ) {					sp = data.audioSprite[i];					s._idHash[sp.id] = {src: loadItem.src, startTime: parseInt(sp.startTime), duration: parseInt(sp.duration)};					if (sp.defaultPlayProps) {						s._defaultPlayPropsHash[sp.id] = createjs.PlayPropsConfig.create(sp.defaultPlayProps);					}				}			}		}		if (loadItem.id != null) {s._idHash[loadItem.id] = {src: loadItem.src}};		var loader = s.activePlugin.register(loadItem);		SoundChannel.create(loadItem.src, numChannels);		// return the number of instances to the user.  This will also be returned in the load event.		if (data == null || !isNaN(data)) {			loadItem.data = numChannels || SoundChannel.maxPerChannel();		} else {			loadItem.data.channels = numChannels || SoundChannel.maxPerChannel();		}		if (loader.type) {loadItem.type = loader.type;}		if (loadItem.defaultPlayProps) {			s._defaultPlayPropsHash[loadItem.src] = createjs.PlayPropsConfig.create(loadItem.defaultPlayProps);		}		return loader;	};	/**	 * Register an audio file for loading and future playback in Sound. This is automatically called when using	 * <a href="http://preloadjs.com" target="_blank">PreloadJS</a>.  It is recommended to register all sounds that	 * need to be played back in order to properly prepare and preload them. Sound does internal preloading when required.	 *	 * <h4>Example</h4>	 *	 *      createjs.Sound.alternateExtensions = ["mp3"];	 *      createjs.Sound.on("fileload", handleLoad); // add an event listener for when load is completed	 *      createjs.Sound.registerSound("myAudioPath/mySound.ogg", "myID", 3);	 *      createjs.Sound.registerSound({ogg:"path1/mySound.ogg", mp3:"path2/mySoundNoExtension"}, "myID", 3);	 *	 *	 * @method registerSound	 * @param {String | Object} src The source or an Object with a "src" property or an Object with multiple extension labeled src properties.	 * @param {String} [id] An id specified by the user to play the sound later.  Note id is required for when src is multiple extension labeled src properties.	 * @param {Number | Object} [data] Data associated with the item. Sound uses the data parameter as the number of	 * channels for an audio instance, however a "channels" property can be appended to the data object if it is used	 * for other information. The audio channels will set a default based on plugin if no value is found.	 * Sound also uses the data property to hold an {{#crossLink "AudioSprite"}}{{/crossLink}} array of objects in the following format {id, startTime, duration}.<br/>	 *   id used to play the sound later, in the same manner as a sound src with an id.<br/>	 *   startTime is the initial offset to start playback and loop from, in milliseconds.<br/>	 *   duration is the amount of time to play the clip for, in milliseconds.<br/>	 * This allows Sound to support audio sprites that are played back by id.	 * @param {string} basePath Set a path that will be prepended to src for loading.	 * @param {Object | PlayPropsConfig} defaultPlayProps Optional Playback properties that will be set as the defaults on any new AbstractSoundInstance.	 * See {{#crossLink "PlayPropsConfig"}}{{/crossLink}} for options.	 * @return {Object} An object with the modified values that were passed in, which defines the sound.	 * Returns false if the source cannot be parsed or no plugins can be initialized.	 * Returns true if the source is already loaded.	 * @static	 * @since 0.4.0	 */	s.registerSound = function (src, id, data, basePath, defaultPlayProps) {		var loadItem = {src: src, id: id, data:data, defaultPlayProps:defaultPlayProps};		if (src instanceof Object && src.src) {			basePath = id;			loadItem = src;		}		loadItem = createjs.LoadItem.create(loadItem);		loadItem.path = basePath;		if (basePath != null && !(loadItem.src instanceof Object)) {loadItem.src = basePath + loadItem.src;}		var loader = s._registerSound(loadItem);		if(!loader) {return false;}		if (!s._preloadHash[loadItem.src]) { s._preloadHash[loadItem.src] = [];}		s._preloadHash[loadItem.src].push(loadItem);		if (s._preloadHash[loadItem.src].length == 1) {			// OJR note this will disallow reloading a sound if loading fails or the source changes			loader.on("complete", this._handleLoadComplete, this);			loader.on("error", this._handleLoadError, this);			s.activePlugin.preload(loader);		} else {			if (s._preloadHash[loadItem.src][0] == true) {return true;}		}		return loadItem;	};	/**	 * Register an array of audio files for loading and future playback in Sound. It is recommended to register all	 * sounds that need to be played back in order to properly prepare and preload them. Sound does internal preloading	 * when required.	 *	 * <h4>Example</h4>	 *	 * 		var assetPath = "./myAudioPath/";	 *      var sounds = [	 *          {src:"asset0.ogg", id:"example"},	 *          {src:"asset1.ogg", id:"1", data:6},	 *          {src:"asset2.mp3", id:"works"}	 *          {src:{mp3:"path1/asset3.mp3", ogg:"path2/asset3NoExtension"}, id:"better"}	 *      ];	 *      createjs.Sound.alternateExtensions = ["mp3"];	// if the passed extension is not supported, try this extension	 *      createjs.Sound.on("fileload", handleLoad); // call handleLoad when each sound loads	 *      createjs.Sound.registerSounds(sounds, assetPath);	 *	 * @method registerSounds	 * @param {Array} sounds An array of objects to load. Objects are expected to be in the format needed for	 * {{#crossLink "Sound/registerSound"}}{{/crossLink}}: <code>{src:srcURI, id:ID, data:Data}</code>	 * with "id" and "data" being optional.	 * You can also pass an object with path and manifest properties, where path is a basePath and manifest is an array of objects to load.	 * Note id is required if src is an object with extension labeled src properties.	 * @param {string} basePath Set a path that will be prepended to each src when loading.  When creating, playing, or removing	 * audio that was loaded with a basePath by src, the basePath must be included.	 * @return {Object} An array of objects with the modified values that were passed in, which defines each sound.	 * Like registerSound, it will return false for any values when the source cannot be parsed or if no plugins can be initialized.	 * Also, it will return true for any values when the source is already loaded.	 * @static	 * @since 0.6.0	 */	s.registerSounds = function (sounds, basePath) {		var returnValues = [];		if (sounds.path) {			if (!basePath) {				basePath = sounds.path;			} else {				basePath = basePath + sounds.path;			}			sounds = sounds.manifest;			// TODO document this feature		}		for (var i = 0, l = sounds.length; i < l; i++) {			returnValues[i] = createjs.Sound.registerSound(sounds[i].src, sounds[i].id, sounds[i].data, basePath, sounds[i].defaultPlayProps);		}		return returnValues;	};	/**	 * Remove a sound that has been registered with {{#crossLink "Sound/registerSound"}}{{/crossLink}} or	 * {{#crossLink "Sound/registerSounds"}}{{/crossLink}}.	 * <br />Note this will stop playback on active instances playing this sound before deleting them.	 * <br />Note if you passed in a basePath, you need to pass it or prepend it to the src here.	 *	 * <h4>Example</h4>	 *	 *      createjs.Sound.removeSound("myID");	 *      createjs.Sound.removeSound("myAudioBasePath/mySound.ogg");	 *      createjs.Sound.removeSound("myPath/myOtherSound.mp3", "myBasePath/");	 *      createjs.Sound.removeSound({mp3:"musicNoExtension", ogg:"music.ogg"}, "myBasePath/");	 *	 * @method removeSound	 * @param {String | Object} src The src or ID of the audio, or an Object with a "src" property, or an Object with multiple extension labeled src properties.	 * @param {string} basePath Set a path that will be prepended to each src when removing.	 * @return {Boolean} True if sound is successfully removed.	 * @static	 * @since 0.4.1	 */	s.removeSound = function(src, basePath) {		if (s.activePlugin == null) {return false;}		if (src instanceof Object && src.src) {src = src.src;}		var details;		if (src instanceof Object) {			details = s._parseSrc(src);		} else {			src = s._getSrcById(src).src;			details = s._parsePath(src);		}		if (details == null) {return false;}		src = details.src;		if (basePath != null) {src = basePath + src;}		for(var prop in s._idHash){			if(s._idHash[prop].src == src) {				delete(s._idHash[prop]);			}		}		// clear from SoundChannel, which also stops and deletes all instances		SoundChannel.removeSrc(src);		delete(s._preloadHash[src]);		s.activePlugin.removeSound(src);		return true;	};	/**	 * Remove an array of audio files that have been registered with {{#crossLink "Sound/registerSound"}}{{/crossLink}} or	 * {{#crossLink "Sound/registerSounds"}}{{/crossLink}}.	 * <br />Note this will stop playback on active instances playing this audio before deleting them.	 * <br />Note if you passed in a basePath, you need to pass it or prepend it to the src here.	 *	 * <h4>Example</h4>	 *	 * 		assetPath = "./myPath/";	 *      var sounds = [	 *          {src:"asset0.ogg", id:"example"},	 *          {src:"asset1.ogg", id:"1", data:6},	 *          {src:"asset2.mp3", id:"works"}	 *      ];	 *      createjs.Sound.removeSounds(sounds, assetPath);	 *	 * @method removeSounds	 * @param {Array} sounds An array of objects to remove. Objects are expected to be in the format needed for	 * {{#crossLink "Sound/removeSound"}}{{/crossLink}}: <code>{srcOrID:srcURIorID}</code>.	 * You can also pass an object with path and manifest properties, where path is a basePath and manifest is an array of objects to remove.	 * @param {string} basePath Set a path that will be prepended to each src when removing.	 * @return {Object} An array of Boolean values representing if the sounds with the same array index were	 * successfully removed.	 * @static	 * @since 0.4.1	 */	s.removeSounds = function (sounds, basePath) {		var returnValues = [];		if (sounds.path) {			if (!basePath) {				basePath = sounds.path;			} else {				basePath = basePath + sounds.path;			}			sounds = sounds.manifest;		}		for (var i = 0, l = sounds.length; i < l; i++) {			returnValues[i] = createjs.Sound.removeSound(sounds[i].src, basePath);		}		return returnValues;	};	/**	 * Remove all sounds that have been registered with {{#crossLink "Sound/registerSound"}}{{/crossLink}} or	 * {{#crossLink "Sound/registerSounds"}}{{/crossLink}}.	 * <br />Note this will stop playback on all active sound instances before deleting them.	 *	 * <h4>Example</h4>	 *	 *     createjs.Sound.removeAllSounds();	 *	 * @method removeAllSounds	 * @static	 * @since 0.4.1	 */	s.removeAllSounds = function() {		s._idHash = {};		s._preloadHash = {};		SoundChannel.removeAll();		if (s.activePlugin) {s.activePlugin.removeAllSounds();}	};	/**	 * Check if a source has been loaded by internal preloaders. This is necessary to ensure that sounds that are	 * not completed preloading will not kick off a new internal preload if they are played.	 *	 * <h4>Example</h4>	 *	 *     var mySound = "assetPath/asset0.ogg";	 *     if(createjs.Sound.loadComplete(mySound) {	 *         createjs.Sound.play(mySound);	 *     }	 *	 * @method loadComplete	 * @param {String} src The src or id that is being loaded.	 * @return {Boolean} If the src is already loaded.	 * @since 0.4.0	 * @static	 */	s.loadComplete = function (src) {		if (!s.isReady()) { return false; }		var details = s._parsePath(src);		if (details) {			src = s._getSrcById(details.src).src;		} else {			src = s._getSrcById(src).src;		}		if(s._preloadHash[src] == undefined) {return false;}		return (s._preloadHash[src][0] == true);  // src only loads once, so if it's true for the first it's true for all	};	/**	 * Parse the path of a sound. Alternate extensions will be attempted in order if the	 * current extension is not supported	 * @method _parsePath	 * @param {String} value The path to an audio source.	 * @return {Object} A formatted object that can be registered with the {{#crossLink "Sound/activePlugin:property"}}{{/crossLink}}	 * and returned to a preloader like <a href="http://preloadjs.com" target="_blank">PreloadJS</a>.	 * @private	 * @static	 */	s._parsePath = function (value) {		if (typeof(value) != "string") {value = value.toString();}		var match = value.match(s.FILE_PATTERN);		if (match == null) {return false;}		var name = match[4];		var ext = match[5];		var c = s.capabilities;		var i = 0;		while (!c[ext]) {			ext = s.alternateExtensions[i++];			if (i > s.alternateExtensions.length) { return null;}	// no extensions are supported		}		value = value.replace("."+match[5], "."+ext);		var ret = {name:name, src:value, extension:ext};		return ret;	};	/**	 * Parse the path of a sound based on properties of src matching with supported extensions.	 * Returns false if none of the properties are supported	 * @method _parseSrc	 * @param {Object} value The paths to an audio source, indexed by extension type.	 * @return {Object} A formatted object that can be registered with the {{#crossLink "Sound/activePlugin:property"}}{{/crossLink}}	 * and returned to a preloader like <a href="http://preloadjs.com" target="_blank">PreloadJS</a>.	 * @private	 * @static	 */	s._parseSrc = function (value) {		var ret = {name:undefined, src:undefined, extension:undefined};		var c = s.capabilities;		for (var prop in value) {		  if(value.hasOwnProperty(prop) && c[prop]) {				ret.src = value[prop];				ret.extension = prop;				break;		  }		}		if (!ret.src) {return false;}	// no matches		var i = ret.src.lastIndexOf("/");		if (i != -1) {			ret.name = ret.src.slice(i+1);		} else {			ret.name = ret.src;		}		return ret;	};	/* ---------------	 Static API.	 --------------- */	/**	 * Play a sound and get a {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} to control. If the sound fails to	 * play, an AbstractSoundInstance will still be returned, and have a playState of {{#crossLink "Sound/PLAY_FAILED:property"}}{{/crossLink}}.	 * Note that even on sounds with failed playback, you may still be able to call the {{#crossLink "AbstractSoundInstance/play"}}{{/crossLink}},	 * method, since the failure could be due to lack of available channels. If the src does not have a supported	 * extension or if there is no available plugin, a default AbstractSoundInstance will still be returned, which will	 * not play any audio, but will not generate errors.	 *	 * <h4>Example</h4>	 *	 *      createjs.Sound.on("fileload", handleLoad);	 *      createjs.Sound.registerSound("myAudioPath/mySound.mp3", "myID", 3);	 *      function handleLoad(event) {	 *      	createjs.Sound.play("myID");	 *      	// store off AbstractSoundInstance for controlling	 *      	var myInstance = createjs.Sound.play("myID", {interrupt: createjs.Sound.INTERRUPT_ANY, loop:-1});	 *      }	 *	 * NOTE: To create an audio sprite that has not already been registered, both startTime and duration need to be set.	 * This is only when creating a new audio sprite, not when playing using the id of an already registered audio sprite.	 *	 * @method play	 * @param {String} src The src or ID of the audio.	 * @param {Object | PlayPropsConfig} props A PlayPropsConfig instance, or an object that contains the parameters to	 * play a sound. See the {{#crossLink "PlayPropsConfig"}}{{/crossLink}} for more info.	 * @return {AbstractSoundInstance} A {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} that can be controlled	 * after it is created.	 * @static	 */	s.play = function (src, props) {		var playProps = createjs.PlayPropsConfig.create(props);		var instance = s.createInstance(src, playProps.startTime, playProps.duration);		var ok = s._playInstance(instance, playProps);		if (!ok) {instance._playFailed();}		return instance;	};	/**	 * Creates a {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} using the passed in src. If the src does not have a	 * supported extension or if there is no available plugin, a default AbstractSoundInstance will be returned that can be	 * called safely but does nothing.	 *	 * <h4>Example</h4>	 *	 *      var myInstance = null;	 *      createjs.Sound.on("fileload", handleLoad);	 *      createjs.Sound.registerSound("myAudioPath/mySound.mp3", "myID", 3);	 *      function handleLoad(event) {	 *      	myInstance = createjs.Sound.createInstance("myID");	 *      	// alternately we could call the following	 *      	myInstance = createjs.Sound.createInstance("myAudioPath/mySound.mp3");	 *      }	 *	 * NOTE to create an audio sprite that has not already been registered, both startTime and duration need to be set.	 * This is only when creating a new audio sprite, not when playing using the id of an already registered audio sprite.	 *	 * @method createInstance	 * @param {String} src The src or ID of the audio.	 * @param {Number} [startTime=null] To create an audio sprite (with duration), the initial offset to start playback and loop from, in milliseconds.	 * @param {Number} [duration=null] To create an audio sprite (with startTime), the amount of time to play the clip for, in milliseconds.	 * @return {AbstractSoundInstance} A {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} that can be controlled after it is created.	 * Unsupported extensions will return the default AbstractSoundInstance.	 * @since 0.4.0	 * @static	 */	s.createInstance = function (src, startTime, duration) {		if (!s.initializeDefaultPlugins()) { return new createjs.DefaultSoundInstance(src, startTime, duration); }		var defaultPlayProps = s._defaultPlayPropsHash[src];	// for audio sprites, which create and store defaults by id		src = s._getSrcById(src);		var details = s._parsePath(src.src);		var instance = null;		if (details != null && details.src != null) {			SoundChannel.create(details.src);			if (startTime == null) { startTime = src.startTime; }			instance = s.activePlugin.create(details.src, startTime, duration || src.duration);			defaultPlayProps = defaultPlayProps || s._defaultPlayPropsHash[details.src];			if (defaultPlayProps) {				instance.applyPlayProps(defaultPlayProps);			}		} else {			instance = new createjs.DefaultSoundInstance(src, startTime, duration);		}		instance.uniqueId = s._lastID++;		return instance;	};	/**	 * Stop all audio (global stop). Stopped audio is reset, and not paused. To play audio that has been stopped,	 * call AbstractSoundInstance {{#crossLink "AbstractSoundInstance/play"}}{{/crossLink}}.	 *	 * <h4>Example</h4>	 *	 *     createjs.Sound.stop();	 *	 * @method stop	 * @static	 */	s.stop = function () {		var instances = this._instances;		for (var i = instances.length; i--; ) {			instances[i].stop();  // NOTE stop removes instance from this._instances		}	};	/**	 * Set the default playback properties for all new SoundInstances of the passed in src or ID.	 * See {{#crossLink "PlayPropsConfig"}}{{/crossLink}} for available properties.	 *	 * @method setDefaultPlayProps	 * @param {String} src The src or ID used to register the audio.	 * @param {Object | PlayPropsConfig} playProps The playback properties you would like to set.	 * @since 0.6.1	 */	s.setDefaultPlayProps = function(src, playProps) {		src = s._getSrcById(src);		s._defaultPlayPropsHash[s._parsePath(src.src).src] = createjs.PlayPropsConfig.create(playProps);	};	/**	 * Get the default playback properties for the passed in src or ID.  These properties are applied to all	 * new SoundInstances.  Returns null if default does not exist.	 *	 * @method getDefaultPlayProps	 * @param {String} src The src or ID used to register the audio.	 * @returns {PlayPropsConfig} returns an existing PlayPropsConfig or null if one does not exist	 * @since 0.6.1	 */	s.getDefaultPlayProps = function(src) {		src = s._getSrcById(src);		return s._defaultPlayPropsHash[s._parsePath(src.src).src];	};	/* ---------------	 Internal methods	 --------------- */	/**	 * Play an instance. This is called by the static API, as well as from plugins. This allows the core class to	 * control delays.	 * @method _playInstance	 * @param {AbstractSoundInstance} instance The {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} to start playing.	 * @param {PlayPropsConfig} playProps A PlayPropsConfig object.	 * @return {Boolean} If the sound can start playing. Sounds that fail immediately will return false. Sounds that	 * have a delay will return true, but may still fail to play.	 * @private	 * @static	 */	s._playInstance = function (instance, playProps) {		var defaultPlayProps = s._defaultPlayPropsHash[instance.src] || {};		if (playProps.interrupt == null) {playProps.interrupt = defaultPlayProps.interrupt || s.defaultInterruptBehavior};		if (playProps.delay == null) {playProps.delay = defaultPlayProps.delay || 0;}		if (playProps.offset == null) {playProps.offset = instance.position;}		if (playProps.loop == null) {playProps.loop = instance.loop;}		if (playProps.volume == null) {playProps.volume = instance.volume;}		if (playProps.pan == null) {playProps.pan = instance.pan;}		if (playProps.delay == 0) {			var ok = s._beginPlaying(instance, playProps);			if (!ok) {return false;}		} else {			//Note that we can't pass arguments to proxy OR setTimeout (IE only), so just wrap the function call.			// OJR WebAudio may want to handle this differently, so it might make sense to move this functionality into the plugins in the future			var delayTimeoutId = setTimeout(function () {				s._beginPlaying(instance, playProps);			}, playProps.delay);			instance.delayTimeoutId = delayTimeoutId;		}		this._instances.push(instance);		return true;	};	/**	 * Begin playback. This is called immediately or after delay by {{#crossLink "Sound/playInstance"}}{{/crossLink}}.	 * @method _beginPlaying	 * @param {AbstractSoundInstance} instance A {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} to begin playback.	 * @param {PlayPropsConfig} playProps A PlayPropsConfig object.	 * @return {Boolean} If the sound can start playing. If there are no available channels, or the instance fails to	 * start, this will return false.	 * @private	 * @static	 */	s._beginPlaying = function (instance, playProps) {		if (!SoundChannel.add(instance, playProps.interrupt)) {			return false;		}		var result = instance._beginPlaying(playProps);		if (!result) {			var index = createjs.indexOf(this._instances, instance);			if (index > -1) {this._instances.splice(index, 1);}			return false;		}		return true;	};	/**	 * Get the source of a sound via the ID passed in with a register call. If no ID is found the value is returned	 * instead.	 * @method _getSrcById	 * @param {String} value The ID the sound was registered with.	 * @return {String} The source of the sound if it has been registered with this ID or the value that was passed in.	 * @private	 * @static	 */	s._getSrcById = function (value) {		return s._idHash[value] || {src: value};	};	/**	 * A sound has completed playback, been interrupted, failed, or been stopped. This method removes the instance from	 * Sound management. It will be added again, if the sound re-plays. Note that this method is called from the	 * instances themselves.	 * @method _playFinished	 * @param {AbstractSoundInstance} instance The instance that finished playback.	 * @private	 * @static	 */	s._playFinished = function (instance) {		SoundChannel.remove(instance);		var index = createjs.indexOf(this._instances, instance);		if (index > -1) {this._instances.splice(index, 1);}	// OJR this will always be > -1, there is no way for an instance to exist without being added to this._instances	};	createjs.Sound = Sound;	/**	 * An internal class that manages the number of active {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} instances for	 * each sound type. This method is only used internally by the {{#crossLink "Sound"}}{{/crossLink}} class.	 *	 * The number of sounds is artificially limited by Sound in order to prevent over-saturation of a	 * single sound, as well as to stay within hardware limitations, although the latter may disappear with better	 * browser support.	 *	 * When a sound is played, this class ensures that there is an available instance, or interrupts an appropriate	 * sound that is already playing.	 * #class SoundChannel	 * @param {String} src The source of the instances	 * @param {Number} [max=1] The number of instances allowed	 * @constructor	 * @protected	 */	function SoundChannel(src, max) {		this.init(src, max);	}	/* ------------	 Static API	 ------------ */	/**	 * A hash of channel instances indexed by source.	 * #property channels	 * @type {Object}	 * @static	 */	SoundChannel.channels = {};	/**	 * Create a sound channel. Note that if the sound channel already exists, this will fail.	 * #method create	 * @param {String} src The source for the channel	 * @param {Number} max The maximum amount this channel holds. The default is {{#crossLink "SoundChannel.maxDefault"}}{{/crossLink}}.	 * @return {Boolean} If the channels were created.	 * @static	 */	SoundChannel.create = function (src, max) {		var channel = SoundChannel.get(src);		if (channel == null) {			SoundChannel.channels[src] = new SoundChannel(src, max);			return true;		}		return false;	};	/**	 * Delete a sound channel, stop and delete all related instances. Note that if the sound channel does not exist, this will fail.	 * #method remove	 * @param {String} src The source for the channel	 * @return {Boolean} If the channels were deleted.	 * @static	 */	SoundChannel.removeSrc = function (src) {		var channel = SoundChannel.get(src);		if (channel == null) {return false;}		channel._removeAll();	// this stops and removes all active instances		delete(SoundChannel.channels[src]);		return true;	};	/**	 * Delete all sound channels, stop and delete all related instances.	 * #method removeAll	 * @static	 */	SoundChannel.removeAll = function () {		for(var channel in SoundChannel.channels) {			SoundChannel.channels[channel]._removeAll();	// this stops and removes all active instances		}		SoundChannel.channels = {};	};	/**	 * Add an instance to a sound channel.	 * #method add	 * @param {AbstractSoundInstance} instance The instance to add to the channel	 * @param {String} interrupt The interrupt value to use. Please see the {{#crossLink "Sound/play"}}{{/crossLink}}	 * for details on interrupt modes.	 * @return {Boolean} The success of the method call. If the channel is full, it will return false.	 * @static	 */	SoundChannel.add = function (instance, interrupt) {		var channel = SoundChannel.get(instance.src);		if (channel == null) {return false;}		return channel._add(instance, interrupt);	};	/**	 * Remove an instance from the channel.	 * #method remove	 * @param {AbstractSoundInstance} instance The instance to remove from the channel	 * @return The success of the method call. If there is no channel, it will return false.	 * @static	 */	SoundChannel.remove = function (instance) {		var channel = SoundChannel.get(instance.src);		if (channel == null) {return false;}		channel._remove(instance);		return true;	};	/**	 * Get the maximum number of sounds you can have in a channel.	 * #method maxPerChannel	 * @return {Number} The maximum number of sounds you can have in a channel.	 */	SoundChannel.maxPerChannel = function () {		return p.maxDefault;	};	/**	 * Get a channel instance by its src.	 * #method get	 * @param {String} src The src to use to look up the channel	 * @static	 */	SoundChannel.get = function (src) {		return SoundChannel.channels[src];	};	var p = SoundChannel.prototype;	p.constructor = SoundChannel;	/**	 * The source of the channel.	 * #property src	 * @type {String}	 */	p.src = null;	/**	 * The maximum number of instances in this channel.  -1 indicates no limit	 * #property max	 * @type {Number}	 */	p.max = null;	/**	 * The default value to set for max, if it isn't passed in.  Also used if -1 is passed.	 * #property maxDefault	 * @type {Number}	 * @default 100	 * @since 0.4.0	 */	p.maxDefault = 100;	/**	 * The current number of active instances.	 * #property length	 * @type {Number}	 */	p.length = 0;	/**	 * Initialize the channel.	 * #method init	 * @param {String} src The source of the channel	 * @param {Number} max The maximum number of instances in the channel	 * @protected	 */	p.init = function (src, max) {		this.src = src;		this.max = max || this.maxDefault;		if (this.max == -1) {this.max = this.maxDefault;}		this._instances = [];	};	/**	 * Get an instance by index.	 * #method get	 * @param {Number} index The index to return.	 * @return {AbstractSoundInstance} The AbstractSoundInstance at a specific instance.	 */	p._get = function (index) {		return this._instances[index];	};	/**	 * Add a new instance to the channel.	 * #method add	 * @param {AbstractSoundInstance} instance The instance to add.	 * @return {Boolean} The success of the method call. If the channel is full, it will return false.	 */	p._add = function (instance, interrupt) {		if (!this._getSlot(interrupt, instance)) {return false;}		this._instances.push(instance);		this.length++;		return true;	};	/**	 * Remove an instance from the channel, either when it has finished playing, or it has been interrupted.	 * #method remove	 * @param {AbstractSoundInstance} instance The instance to remove	 * @return {Boolean} The success of the remove call. If the instance is not found in this channel, it will	 * return false.	 */	p._remove = function (instance) {		var index = createjs.indexOf(this._instances, instance);		if (index == -1) {return false;}		this._instances.splice(index, 1);		this.length--;		return true;	};	/**	 * Stop playback and remove all instances from the channel.  Usually in response to a delete call.	 * #method removeAll	 */	p._removeAll = function () {		// Note that stop() removes the item from the list		for (var i=this.length-1; i>=0; i--) {			this._instances[i].stop();		}	};	/**	 * Get an available slot depending on interrupt value and if slots are available.	 * #method getSlot	 * @param {String} interrupt The interrupt value to use.	 * @param {AbstractSoundInstance} instance The sound instance that will go in the channel if successful.	 * @return {Boolean} Determines if there is an available slot. Depending on the interrupt mode, if there are no slots,	 * an existing AbstractSoundInstance may be interrupted. If there are no slots, this method returns false.	 */	p._getSlot = function (interrupt, instance) {		var target, replacement;		if (interrupt != Sound.INTERRUPT_NONE) {			// First replacement candidate			replacement = this._get(0);			if (replacement == null) {				return true;			}		}		for (var i = 0, l = this.max; i < l; i++) {			target = this._get(i);			// Available Space			if (target == null) {				return true;			}			// Audio is complete or not playing			if (target.playState == Sound.PLAY_FINISHED ||				target.playState == Sound.PLAY_INTERRUPTED ||				target.playState == Sound.PLAY_FAILED) {				replacement = target;				break;			}			if (interrupt == Sound.INTERRUPT_NONE) {				continue;			}			// Audio is a better candidate than the current target, according to playhead			if ((interrupt == Sound.INTERRUPT_EARLY && target.position < replacement.position) ||				(interrupt == Sound.INTERRUPT_LATE && target.position > replacement.position)) {					replacement = target;			}		}		if (replacement != null) {			replacement._interrupt();			this._remove(replacement);			return true;		}		return false;	};	p.toString = function () {		return "[Sound SoundChannel]";	};	// do not add SoundChannel to namespace}());//##############################################################################// AbstractSoundInstance.js//##############################################################################/** * A AbstractSoundInstance is created when any calls to the Sound API method {{#crossLink "Sound/play"}}{{/crossLink}} or * {{#crossLink "Sound/createInstance"}}{{/crossLink}} are made. The AbstractSoundInstance is returned by the active plugin * for control by the user. * * <h4>Example</h4> * *      var myInstance = createjs.Sound.play("myAssetPath/mySrcFile.mp3"); * * A number of additional parameters provide a quick way to determine how a sound is played. Please see the Sound * API method {{#crossLink "Sound/play"}}{{/crossLink}} for a list of arguments. * * Once a AbstractSoundInstance is created, a reference can be stored that can be used to control the audio directly through * the AbstractSoundInstance. If the reference is not stored, the AbstractSoundInstance will play out its audio (and any loops), and * is then de-referenced from the {{#crossLink "Sound"}}{{/crossLink}} class so that it can be cleaned up. If audio * playback has completed, a simple call to the {{#crossLink "AbstractSoundInstance/play"}}{{/crossLink}} instance method * will rebuild the references the Sound class need to control it. * *      var myInstance = createjs.Sound.play("myAssetPath/mySrcFile.mp3", {loop:2}); *      myInstance.on("loop", handleLoop); *      function handleLoop(event) { *          myInstance.volume = myInstance.volume * 0.5; *      } * * Events are dispatched from the instance to notify when the sound has completed, looped, or when playback fails * *      var myInstance = createjs.Sound.play("myAssetPath/mySrcFile.mp3"); *      myInstance.on("complete", handleComplete); *      myInstance.on("loop", handleLoop); *      myInstance.on("failed", handleFailed); * * * @class AbstractSoundInstance * @param {String} src The path to and file name of the sound. * @param {Number} startTime Audio sprite property used to apply an offset, in milliseconds. * @param {Number} duration Audio sprite property used to set the time the clip plays for, in milliseconds. * @param {Object} playbackResource Any resource needed by plugin to support audio playback. * @extends EventDispatcher * @constructor */(function () {	"use strict";// Constructor:	var AbstractSoundInstance = function (src, startTime, duration, playbackResource) {		this.EventDispatcher_constructor();	// public properties:		/**		 * The source of the sound.		 * @property src		 * @type {String}		 * @default null		 */		this.src = src;		/**		 * The unique ID of the instance. This is set by {{#crossLink "Sound"}}{{/crossLink}}.		 * @property uniqueId		 * @type {String} | Number		 * @default -1		 */		this.uniqueId = -1;		/**		 * The play state of the sound. Play states are defined as constants on {{#crossLink "Sound"}}{{/crossLink}}.		 * @property playState		 * @type {String}		 * @default null		 */		this.playState = null;		/**		 * A Timeout created by {{#crossLink "Sound"}}{{/crossLink}} when this AbstractSoundInstance is played with a delay.		 * This allows AbstractSoundInstance to remove the delay if stop, pause, or cleanup are called before playback begins.		 * @property delayTimeoutId		 * @type {timeoutVariable}		 * @default null		 * @protected		 * @since 0.4.0		 */		this.delayTimeoutId = null;		// TODO consider moving delay into AbstractSoundInstance so it can be handled by plugins	// private properties	// Getter / Setter Properties		// OJR TODO find original reason that we didn't use defined functions.  I think it was performance related		/**		 * The volume of the sound, between 0 and 1.		 *		 * The actual output volume of a sound can be calculated using:		 * <code>myInstance.volume * createjs.Sound._getVolume();</code>		 *		 * @property volume		 * @type {Number}		 * @default 1		 */		this._volume =  1;		Object.defineProperty(this, "volume", {			get: this._getVolume,			set: this._setVolume		});		this.getVolume = createjs.deprecate(this._getVolume, "AbstractSoundInstance.getVolume");		this.setVolume = createjs.deprecate(this._setVolume, "AbstractSoundInstance.setVolume");		/**		 * The pan of the sound, between -1 (left) and 1 (right). Note that pan is not supported by HTML Audio.		 *		 * Note in WebAudioPlugin this only gives us the "x" value of what is actually 3D audio		 * @property pan		 * @type {Number}		 * @default 0		 */		this._pan =  0;		Object.defineProperty(this, "pan", {			get: this._getPan,			set: this._setPan		});		this.getPan = createjs.deprecate(this._getPan, "AbstractSoundInstance.getPan");		this.setPan = createjs.deprecate(this._setPan, "AbstractSoundInstance.setPan");		/**		 * Audio sprite property used to determine the starting offset.		 * @property startTime		 * @type {Number}		 * @default 0		 * @since 0.6.1		 */		this._startTime = Math.max(0, startTime || 0);		Object.defineProperty(this, "startTime", {			get: this._getStartTime,			set: this._setStartTime		});		this.getStartTime = createjs.deprecate(this._getStartTime, "AbstractSoundInstance.getStartTime");		this.setStartTime = createjs.deprecate(this._setStartTime, "AbstractSoundInstance.setStartTime");		/**		 * Sets or gets the length of the audio clip, value is in milliseconds.		 *		 * @property duration		 * @type {Number}		 * @default 0		 * @since 0.6.0		 */		this._duration = Math.max(0, duration || 0);		Object.defineProperty(this, "duration", {			get: this._getDuration,			set: this._setDuration		});		this.getDuration = createjs.deprecate(this._getDuration, "AbstractSoundInstance.getDuration");		this.setDuration = createjs.deprecate(this._setDuration, "AbstractSoundInstance.setDuration");		/**		 * Object that holds plugin specific resource need for audio playback.		 * This is set internally by the plugin.  For example, WebAudioPlugin will set an array buffer,		 * HTMLAudioPlugin will set a tag, FlashAudioPlugin will set a flash reference.		 *		 * @property playbackResource		 * @type {Object}		 * @default null		 */		this._playbackResource = null;		Object.defineProperty(this, "playbackResource", {			get: this._getPlaybackResource,			set: this._setPlaybackResource		});		if(playbackResource !== false && playbackResource !== true) { this._setPlaybackResource(playbackResource); }		this.getPlaybackResource = createjs.deprecate(this._getPlaybackResource, "AbstractSoundInstance.getPlaybackResource");		this.setPlaybackResource = createjs.deprecate(this._setPlaybackResource, "AbstractSoundInstance.setPlaybackResource");		/**		 * The position of the playhead in milliseconds. This can be set while a sound is playing, paused, or stopped.		 *		 * @property position		 * @type {Number}		 * @default 0		 * @since 0.6.0		 */		this._position = 0;		Object.defineProperty(this, "position", {			get: this._getPosition,			set: this._setPosition		});		this.getPosition = createjs.deprecate(this._getPosition, "AbstractSoundInstance.getPosition");		this.setPosition = createjs.deprecate(this._setPosition, "AbstractSoundInstance.setPosition");		/**		 * The number of play loops remaining. Negative values will loop infinitely.		 *		 * @property loop		 * @type {Number}		 * @default 0		 * @public		 * @since 0.6.0		 */		this._loop = 0;		Object.defineProperty(this, "loop", {			get: this._getLoop,			set: this._setLoop		});		this.getLoop = createjs.deprecate(this._getLoop, "AbstractSoundInstance.getLoop");		this.setLoop = createjs.deprecate(this._setLoop, "AbstractSoundInstance.setLoop");		/**		 * Mutes or unmutes the current audio instance.		 *		 * @property muted		 * @type {Boolean}		 * @default false		 * @since 0.6.0		 */		this._muted = false;		Object.defineProperty(this, "muted", {			get: this._getMuted,			set: this._setMuted		});		this.getMuted = createjs.deprecate(this._getMuted, "AbstractSoundInstance.getMuted");		this.setMuted = createjs.deprecate(this._setMuted, "AbstractSoundInstance.setMuted");		/**		 * Pauses or resumes the current audio instance.		 *		 * @property paused		 * @type {Boolean}		 */		this._paused = false;		Object.defineProperty(this, "paused", {			get: this._getPaused,			set: this._setPaused		});		this.getPaused = createjs.deprecate(this._getPaused, "AbstractSoundInstance.getPaused");		this.setPaused = createjs.deprecate(this._setPaused, "AbstractSoundInstance.setPaused");	// Events		/**		 * The event that is fired when playback has started successfully.		 * @event succeeded		 * @param {Object} target The object that dispatched the event.		 * @param {String} type The event type.		 * @since 0.4.0		 */		/**		 * The event that is fired when playback is interrupted. This happens when another sound with the same		 * src property is played using an interrupt value that causes this instance to stop playing.		 * @event interrupted		 * @param {Object} target The object that dispatched the event.		 * @param {String} type The event type.		 * @since 0.4.0		 */		/**		 * The event that is fired when playback has failed. This happens when there are too many channels with the same		 * src property already playing (and the interrupt value doesn't cause an interrupt of another instance), or		 * the sound could not be played, perhaps due to a 404 error.		 * @event failed		 * @param {Object} target The object that dispatched the event.		 * @param {String} type The event type.		 * @since 0.4.0		 */		/**		 * The event that is fired when a sound has completed playing but has loops remaining.		 * @event loop		 * @param {Object} target The object that dispatched the event.		 * @param {String} type The event type.		 * @since 0.4.0		 */		/**		 * The event that is fired when playback completes. This means that the sound has finished playing in its		 * entirety, including its loop iterations.		 * @event complete		 * @param {Object} target The object that dispatched the event.		 * @param {String} type The event type.		 * @since 0.4.0		 */	};	var p = createjs.extend(AbstractSoundInstance, createjs.EventDispatcher);// Public Methods:	/**	 * Play an instance. This method is intended to be called on SoundInstances that already exist (created	 * with the Sound API {{#crossLink "Sound/createInstance"}}{{/crossLink}} or {{#crossLink "Sound/play"}}{{/crossLink}}).	 *	 * <h4>Example</h4>	 *	 *      var myInstance = createjs.Sound.createInstance(mySrc);	 *      myInstance.play({interrupt:createjs.Sound.INTERRUPT_ANY, loop:2, pan:0.5});	 *	 * Note that if this sound is already playing, this call will still set the passed in parameters.	 * <b>Parameters Deprecated</b><br />	 * The parameters for this method are deprecated in favor of a single parameter that is an Object or {{#crossLink "PlayPropsConfig"}}{{/crossLink}}.	 *	 * @method play	 * @param {Object | PlayPropsConfig} props A PlayPropsConfig instance, or an object that contains the parameters to	 * play a sound. See the {{#crossLink "PlayPropsConfig"}}{{/crossLink}} for more info.	 * @return {AbstractSoundInstance} A reference to itself, intended for chaining calls.	 */	p.play = function (props) {		var playProps = createjs.PlayPropsConfig.create(props);		if (this.playState == createjs.Sound.PLAY_SUCCEEDED) {			this.applyPlayProps(playProps);			if (this._paused) {	this._setPaused(false); }			return;		}		this._cleanUp();		createjs.Sound._playInstance(this, playProps);	// make this an event dispatch??		return this;	};	/**	 * Stop playback of the instance. Stopped sounds will reset their position to 0, and calls to {{#crossLink "AbstractSoundInstance/resume"}}{{/crossLink}}	 * will fail. To start playback again, call {{#crossLink "AbstractSoundInstance/play"}}{{/crossLink}}.     *     * If you don't want to lose your position use yourSoundInstance.paused = true instead. {{#crossLink "AbstractSoundInstance/paused"}}{{/crossLink}}.	 *	 * <h4>Example</h4>	 *	 *     myInstance.stop();	 *	 * @method stop	 * @return {AbstractSoundInstance} A reference to itself, intended for chaining calls.	 */	p.stop = function () {		this._position = 0;		this._paused = false;		this._handleStop();		this._cleanUp();		this.playState = createjs.Sound.PLAY_FINISHED;		return this;	};	/**	 * Remove all external references and resources from AbstractSoundInstance.  Note this is irreversible and AbstractSoundInstance will no longer work	 * @method destroy	 * @since 0.6.0	 */	p.destroy = function() {		this._cleanUp();		this.src = null;		this.playbackResource = null;		this.removeAllEventListeners();	};	/**	 * Takes an PlayPropsConfig or Object with the same properties and sets them on this instance.	 * @method applyPlayProps	 * @param {PlayPropsConfig | Object} playProps A PlayPropsConfig or object containing the same properties.	 * @since 0.6.1	 * @return {AbstractSoundInstance} A reference to itself, intended for chaining calls.	 */	p.applyPlayProps = function(playProps) {		if (playProps.offset != null) { this._setPosition(playProps.offset) }		if (playProps.loop != null) { this._setLoop(playProps.loop); }		if (playProps.volume != null) { this._setVolume(playProps.volume); }		if (playProps.pan != null) { this._setPan(playProps.pan); }		if (playProps.startTime != null) {			this._setStartTime(playProps.startTime);			this._setDuration(playProps.duration);		}		return this;	};	p.toString = function () {		return "[AbstractSoundInstance]";	};// get/set methods that allow support for IE8	/**	 * Please use {{#crossLink "AbstractSoundInstance/paused:property"}}{{/crossLink}} directly as a property.	 * @method _getPaused	 * @protected	 * @return {boolean} If the instance is currently paused	 * @since 0.6.0	 */	p._getPaused = function() {		return this._paused;	};	/**	 * Please use {{#crossLink "AbstractSoundInstance/paused:property"}}{{/crossLink}} directly as a property	 * @method _setPaused	 * @protected	 * @param {boolean} value	 * @since 0.6.0	 * @return {AbstractSoundInstance} A reference to itself, intended for chaining calls.	 */	p._setPaused = function (value) {		if ((value !== true && value !== false) || this._paused == value) {return;}		if (value == true && this.playState != createjs.Sound.PLAY_SUCCEEDED) {return;}		this._paused = value;		if(value) {			this._pause();		} else {			this._resume();		}		clearTimeout(this.delayTimeoutId);		return this;	};	/**	 * Please use {{#crossLink "AbstractSoundInstance/volume:property"}}{{/crossLink}} directly as a property	 * @method _setVolume	 * @protected	 * @param {Number} value The volume to set, between 0 and 1.	 * @return {AbstractSoundInstance} A reference to itself, intended for chaining calls.	 */	p._setVolume = function (value) {		if (value == this._volume) { return this; }		this._volume = Math.max(0, Math.min(1, value));		if (!this._muted) {			this._updateVolume();		}		return this;	};	/**	 * Please use {{#crossLink "AbstractSoundInstance/volume:property"}}{{/crossLink}} directly as a property	 * @method _getVolume	 * @protected	 * @return {Number} The current volume of the sound instance.	 */	p._getVolume = function () {		return this._volume;	};	/**	 * Please use {{#crossLink "AbstractSoundInstance/muted:property"}}{{/crossLink}} directly as a property	 * @method _setMuted	 * @protected	 * @param {Boolean} value If the sound should be muted.	 * @return {AbstractSoundInstance} A reference to itself, intended for chaining calls.	 * @since 0.6.0	 */	p._setMuted = function (value) {		if (value !== true && value !== false) {return;}		this._muted = value;		this._updateVolume();		return this;	};	/**	 * Please use {{#crossLink "AbstractSoundInstance/muted:property"}}{{/crossLink}} directly as a property	 * @method _getMuted	 * @protected	 * @return {Boolean} If the sound is muted.	 * @since 0.6.0	 */	p._getMuted = function () {		return this._muted;	};	/**	 * Please use {{#crossLink "AbstractSoundInstance/pan:property"}}{{/crossLink}} directly as a property	 * @method _setPan	 * @protected	 * @param {Number} value The pan value, between -1 (left) and 1 (right).	 * @return {AbstractSoundInstance} Returns reference to itself for chaining calls	 */	p._setPan = function (value) {		if(value == this._pan) { return this; }		this._pan = Math.max(-1, Math.min(1, value));		this._updatePan();		return this;	};	/**	 * Please use {{#crossLink "AbstractSoundInstance/pan:property"}}{{/crossLink}} directly as a property	 * @method _getPan	 * @protected	 * @return {Number} The value of the pan, between -1 (left) and 1 (right).	 */	p._getPan = function () {		return this._pan;	};	/**	 * Please use {{#crossLink "AbstractSoundInstance/position:property"}}{{/crossLink}} directly as a property	 * @method _getPosition	 * @protected	 * @return {Number} The position of the playhead in the sound, in milliseconds.	 */	p._getPosition = function () {		if (!this._paused && this.playState == createjs.Sound.PLAY_SUCCEEDED) {			this._position = this._calculateCurrentPosition();		}		return this._position;	};	/**	 * Please use {{#crossLink "AbstractSoundInstance/position:property"}}{{/crossLink}} directly as a property	 * @method _setPosition	 * @protected	 * @param {Number} value The position to place the playhead, in milliseconds.	 * @return {AbstractSoundInstance} Returns reference to itself for chaining calls	 */	p._setPosition = function (value) {		this._position = Math.max(0, value);		if (this.playState == createjs.Sound.PLAY_SUCCEEDED) {			this._updatePosition();		}		return this;	};	/**	 * Please use {{#crossLink "AbstractSoundInstance/startTime:property"}}{{/crossLink}} directly as a property	 * @method _getStartTime	 * @protected	 * @return {Number} The startTime of the sound instance in milliseconds.	 */	p._getStartTime = function () {		return this._startTime;	};	/**	 * Please use {{#crossLink "AbstractSoundInstance/startTime:property"}}{{/crossLink}} directly as a property	 * @method _setStartTime	 * @protected	 * @param {number} value The new startTime time in milli seconds.	 * @return {AbstractSoundInstance} Returns reference to itself for chaining calls	 */	p._setStartTime = function (value) {		if (value == this._startTime) { return this; }		this._startTime = Math.max(0, value || 0);		this._updateStartTime();		return this;	};	/**	 * Please use {{#crossLink "AbstractSoundInstance/duration:property"}}{{/crossLink}} directly as a property	 * @method _getDuration	 * @protected	 * @return {Number} The duration of the sound instance in milliseconds.	 */	p._getDuration = function () {		return this._duration;	};	/**	 * Please use {{#crossLink "AbstractSoundInstance/duration:property"}}{{/crossLink}} directly as a property	 * @method _setDuration	 * @protected	 * @param {number} value The new duration time in milli seconds.	 * @return {AbstractSoundInstance} Returns reference to itself for chaining calls	 * @since 0.6.0	 */	p._setDuration = function (value) {		if (value == this._duration) { return this; }		this._duration = Math.max(0, value || 0);		this._updateDuration();		return this;	};	/**	 * Please use {{#crossLink "AbstractSoundInstance/playbackResource:property"}}{{/crossLink}} directly as a property	 * @method _setPlaybackResource	 * @protected	 * @param {Object} value The new playback resource.	 * @return {AbstractSoundInstance} Returns reference to itself for chaining calls	 * @since 0.6.0	 **/	p._setPlaybackResource = function (value) {		this._playbackResource = value;		if (this._duration == 0 && this._playbackResource) { this._setDurationFromSource(); }		return this;	};	/**	 * Please use {{#crossLink "AbstractSoundInstance/playbackResource:property"}}{{/crossLink}} directly as a property	 * @method _getPlaybackResource	 * @protected	 * @param {Object} value The new playback resource.	 * @return {Object} playback resource used for playing audio	 * @since 0.6.0	 **/	p._getPlaybackResource = function () {		return this._playbackResource;	};	/**	 * Please use {{#crossLink "AbstractSoundInstance/loop:property"}}{{/crossLink}} directly as a property	 * @method _getLoop	 * @protected	 * @return {number}	 * @since 0.6.0	 **/	p._getLoop = function () {		return this._loop;	};	/**	 * Please use {{#crossLink "AbstractSoundInstance/loop:property"}}{{/crossLink}} directly as a property	 * @method _setLoop	 * @protected	 * @param {number} value The number of times to loop after play.	 * @since 0.6.0	 */	p._setLoop = function (value) {		if(this._playbackResource != null) {			// remove looping			if (this._loop != 0 && value == 0) {				this._removeLooping(value);			}			// add looping			else if (this._loop == 0 && value != 0) {				this._addLooping(value);			}		}		this._loop = value;	};// Private Methods:	/**	 * A helper method that dispatches all events for AbstractSoundInstance.	 * @method _sendEvent	 * @param {String} type The event type	 * @protected	 */	p._sendEvent = function (type) {		var event = new createjs.Event(type);		this.dispatchEvent(event);	};	/**	 * Clean up the instance. Remove references and clean up any additional properties such as timers.	 * @method _cleanUp	 * @protected	 */	p._cleanUp = function () {		clearTimeout(this.delayTimeoutId); // clear timeout that plays delayed sound		this._handleCleanUp();		this._paused = false;		createjs.Sound._playFinished(this);	// TODO change to an event	};	/**	 * The sound has been interrupted.	 * @method _interrupt	 * @protected	 */	p._interrupt = function () {		this._cleanUp();		this.playState = createjs.Sound.PLAY_INTERRUPTED;		this._sendEvent("interrupted");	};	/**	 * Called by the Sound class when the audio is ready to play (delay has completed). Starts sound playing if the	 * src is loaded, otherwise playback will fail.	 * @method _beginPlaying	 * @param {PlayPropsConfig} playProps A PlayPropsConfig object.	 * @return {Boolean} If playback succeeded.	 * @protected	 */	// OJR FlashAudioSoundInstance overwrites	p._beginPlaying = function (playProps) {		this._setPosition(playProps.offset);		this._setLoop(playProps.loop);		this._setVolume(playProps.volume);		this._setPan(playProps.pan);		if (playProps.startTime != null) {			this._setStartTime(playProps.startTime);			this._setDuration(playProps.duration);		}		if (this._playbackResource != null && this._position < this._duration) {			this._paused = false;			this._handleSoundReady();			this.playState = createjs.Sound.PLAY_SUCCEEDED;			this._sendEvent("succeeded");			return true;		} else {			this._playFailed();			return false;		}	};	/**	 * Play has failed, which can happen for a variety of reasons.	 * Cleans up instance and dispatches failed event	 * @method _playFailed	 * @private	 */	p._playFailed = function () {		this._cleanUp();		this.playState = createjs.Sound.PLAY_FAILED;		this._sendEvent("failed");	};	/**	 * Audio has finished playing. Manually loop it if required.	 * @method _handleSoundComplete	 * @param event	 * @protected	 */	p._handleSoundComplete = function (event) {		this._position = 0;  // have to set this as it can be set by pause during playback		if (this._loop != 0) {			this._loop--;  // NOTE this introduces a theoretical limit on loops = float max size x 2 - 1			this._handleLoop();			this._sendEvent("loop");			return;		}		this._cleanUp();		this.playState = createjs.Sound.PLAY_FINISHED;		this._sendEvent("complete");	};// Plugin specific code	/**	 * Handles starting playback when the sound is ready for playing.	 * @method _handleSoundReady	 * @protected 	 */	p._handleSoundReady = function () {		// plugin specific code	};	/**	 * Internal function used to update the volume based on the instance volume, master volume, instance mute value,	 * and master mute value.	 * @method _updateVolume	 * @protected	 */	p._updateVolume = function () {		// plugin specific code	};	/**	 * Internal function used to update the pan	 * @method _updatePan	 * @protected	 * @since 0.6.0	 */	p._updatePan = function () {		// plugin specific code	};	/**	 * Internal function used to update the startTime of the audio.	 * @method _updateStartTime	 * @protected	 * @since 0.6.1	 */	p._updateStartTime = function () {		// plugin specific code	};	/**	 * Internal function used to update the duration of the audio.	 * @method _updateDuration	 * @protected	 * @since 0.6.0	 */	p._updateDuration = function () {		// plugin specific code	};	/**	 * Internal function used to get the duration of the audio from the source we'll be playing.	 * @method _updateDuration	 * @protected	 * @since 0.6.0	 */	p._setDurationFromSource = function () {		// plugin specific code	};	/**	 * Internal function that calculates the current position of the playhead and sets this._position to that value	 * @method _calculateCurrentPosition	 * @protected	 * @since 0.6.0	 */	p._calculateCurrentPosition = function () {		// plugin specific code that sets this.position	};	/**	 * Internal function used to update the position of the playhead.	 * @method _updatePosition	 * @protected	 * @since 0.6.0	 */	p._updatePosition = function () {		// plugin specific code	};	/**	 * Internal function called when looping is removed during playback.	 * @method _removeLooping	 * @param {number} value The number of times to loop after play.	 * @protected	 * @since 0.6.0	 */	p._removeLooping = function (value) {		// plugin specific code	};	/**	 * Internal function called when looping is added during playback.	 * @method _addLooping	 * @param {number} value The number of times to loop after play.	 * @protected	 * @since 0.6.0	 */	p._addLooping = function (value) {		// plugin specific code	};	/**	 * Internal function called when pausing playback	 * @method _pause	 * @protected	 * @since 0.6.0	 */	p._pause = function () {		// plugin specific code	};	/**	 * Internal function called when resuming playback	 * @method _resume	 * @protected	 * @since 0.6.0	 */	p._resume = function () {		// plugin specific code	};	/**	 * Internal function called when stopping playback	 * @method _handleStop	 * @protected	 * @since 0.6.0	 */	p._handleStop = function() {		// plugin specific code	};	/**	 * Internal function called when AbstractSoundInstance is being cleaned up	 * @method _handleCleanUp	 * @protected	 * @since 0.6.0	 */	p._handleCleanUp = function() {		// plugin specific code	};	/**	 * Internal function called when AbstractSoundInstance has played to end and is looping	 * @method _handleLoop	 * @protected	 * @since 0.6.0	 */	p._handleLoop = function () {		// plugin specific code	};	createjs.AbstractSoundInstance = createjs.promote(AbstractSoundInstance, "EventDispatcher");	createjs.DefaultSoundInstance = createjs.AbstractSoundInstance;	// used when no plugin is supported}());//##############################################################################// AbstractPlugin.js//##############################################################################(function () {	"use strict";// constructor: 	/**	 * A default plugin class used as a base for all other plugins.	 * @class AbstractPlugin	 * @constructor	 * @since 0.6.0	 */	var AbstractPlugin = function () {	// private properties:		/**		 * The capabilities of the plugin.		 * method and is used internally.		 * @property _capabilities		 * @type {Object}		 * @default null		 * @protected		 * @static		 */		this._capabilities = null;		/**		 * Object hash indexed by the source URI of all created loaders, used to properly destroy them if sources are removed.		 * @type {Object}		 * @protected		 */		this._loaders = {};		/**		 * Object hash indexed by the source URI of each file to indicate if an audio source has begun loading,		 * is currently loading, or has completed loading.  Can be used to store non boolean data after loading		 * is complete (for example arrayBuffers for web audio).		 * @property _audioSources		 * @type {Object}		 * @protected		 */		this._audioSources = {};		/**		 * Object hash indexed by the source URI of all created SoundInstances, updates the playbackResource if it loads after they are created,		 * and properly destroy them if sources are removed		 * @type {Object}		 * @protected		 */		this._soundInstances = {};		/**		 * The internal master volume value of the plugin.		 * @property _volume		 * @type {Number}		 * @default 1		 * @protected		 */		this._volume = 1;		/**		 * A reference to a loader class used by a plugin that must be set.		 * @type {Object}		 * @protected		 */		this._loaderClass;		/**		 * A reference to an AbstractSoundInstance class used by a plugin that must be set.		 * @type {Object}		 * @protected;		 */		this._soundInstanceClass;	};	var p = AbstractPlugin.prototype;// Static Properties:// NOTE THESE PROPERTIES NEED TO BE ADDED TO EACH PLUGIN	/**	 * The capabilities of the plugin. This is generated via the _generateCapabilities method and is used internally.	 * @property _capabilities	 * @type {Object}	 * @default null	 * @private	 * @static	 */	AbstractPlugin._capabilities = null;	/**	 * Determine if the plugin can be used in the current browser/OS.	 * @method isSupported	 * @return {Boolean} If the plugin can be initialized.	 * @static	 */	AbstractPlugin.isSupported = function () {		return true;	};// public methods:	/**	 * Pre-register a sound for preloading and setup. This is called by {{#crossLink "Sound"}}{{/crossLink}}.	 * Note all plugins provide a <code>Loader</code> instance, which <a href="http://preloadjs.com" target="_blank">PreloadJS</a>	 * can use to assist with preloading.	 * @method register	 * @param {String} loadItem An Object containing the source of the audio	 * Note that not every plugin will manage this value.	 * @return {Object} A result object, containing a "tag" for preloading purposes.	 */	p.register = function (loadItem) {		var loader = this._loaders[loadItem.src];		if(loader && !loader.canceled) {return this._loaders[loadItem.src];}	// already loading/loaded this, so don't load twice		// OJR potential issue that we won't be firing loaded event, might need to trigger if this is already loaded?		this._audioSources[loadItem.src] = true;		this._soundInstances[loadItem.src] = [];		loader = new this._loaderClass(loadItem);		loader.on("complete", this._handlePreloadComplete, this);		this._loaders[loadItem.src] = loader;		return loader;	};	// note sound calls register before calling preload	/**	 * Internally preload a sound.	 * @method preload	 * @param {Loader} loader The sound URI to load.	 */	p.preload = function (loader) {		loader.on("error", this._handlePreloadError, this);		loader.load();	};	/**	 * Checks if preloading has started for a specific source. If the source is found, we can assume it is loading,	 * or has already finished loading.	 * @method isPreloadStarted	 * @param {String} src The sound URI to check.	 * @return {Boolean}	 */	p.isPreloadStarted = function (src) {		return (this._audioSources[src] != null);	};	/**	 * Checks if preloading has finished for a specific source.	 * @method isPreloadComplete	 * @param {String} src The sound URI to load.	 * @return {Boolean}	 */	p.isPreloadComplete = function (src) {		return (!(this._audioSources[src] == null || this._audioSources[src] == true));	};	/**	 * Remove a sound added using {{#crossLink "WebAudioPlugin/register"}}{{/crossLink}}. Note this does not cancel a preload.	 * @method removeSound	 * @param {String} src The sound URI to unload.	 */	p.removeSound = function (src) {		if (!this._soundInstances[src]) { return; }		for (var i = this._soundInstances[src].length; i--; ) {			var item = this._soundInstances[src][i];			item.destroy();		}		delete(this._soundInstances[src]);		delete(this._audioSources[src]);		if(this._loaders[src]) { this._loaders[src].destroy(); }		delete(this._loaders[src]);	};	/**	 * Remove all sounds added using {{#crossLink "WebAudioPlugin/register"}}{{/crossLink}}. Note this does not cancel a preload.	 * @method removeAllSounds	 * @param {String} src The sound URI to unload.	 */	p.removeAllSounds = function () {		for(var key in this._audioSources) {			this.removeSound(key);		}	};	/**	 * Create a sound instance. If the sound has not been preloaded, it is internally preloaded here.	 * @method create	 * @param {String} src The sound source to use.	 * @param {Number} startTime Audio sprite property used to apply an offset, in milliseconds.	 * @param {Number} duration Audio sprite property used to set the time the clip plays for, in milliseconds.	 * @return {AbstractSoundInstance} A sound instance for playback and control.	 */	p.create = function (src, startTime, duration) {		if (!this.isPreloadStarted(src)) {			this.preload(this.register(src));		}		var si = new this._soundInstanceClass(src, startTime, duration, this._audioSources[src]);		if(this._soundInstances[src]){			this._soundInstances[src].push(si);		}		// Plugins that don't have a setVolume should implement a setMasterVolune/setMasterMute		// So we have to check that here.		si.setMasterVolume && si.setMasterVolume(createjs.Sound.volume);		si.setMasterMute && si.setMasterMute(createjs.Sound.muted);		return si;	};	// if a plugin does not support volume and mute, it should set these to null	/**	 * Set the master volume of the plugin, which affects all SoundInstances.	 * @method setVolume	 * @param {Number} value The volume to set, between 0 and 1.	 * @return {Boolean} If the plugin processes the setVolume call (true). The Sound class will affect all the	 * instances manually otherwise.	 */	p.setVolume = function (value) {		this._volume = value;		this._updateVolume();		return true;	};	/**	 * Get the master volume of the plugin, which affects all SoundInstances.	 * @method getVolume	 * @return {Number} The volume level, between 0 and 1.	 */	p.getVolume = function () {		return this._volume;	};	/**	 * Mute all sounds via the plugin.	 * @method setMute	 * @param {Boolean} value If all sound should be muted or not. Note that plugin-level muting just looks up	 * the mute value of Sound {{#crossLink "Sound/muted:property"}}{{/crossLink}}, so this property is not used here.	 * @return {Boolean} If the mute call succeeds.	 */	p.setMute = function (value) {		this._updateVolume();		return true;	};	// plugins should overwrite this method	p.toString = function () {		return "[AbstractPlugin]";	};// private methods:	/**	 * Handles internal preload completion.	 * @method _handlePreloadComplete	 * @param event	 * @protected	 */	p._handlePreloadComplete = function (event) {		var src = event.target.getItem().src;		this._audioSources[src] = event.result;		for (var i = 0, l = this._soundInstances[src].length; i < l; i++) {			var item = this._soundInstances[src][i];			item.playbackResource = this._audioSources[src];			// ToDo consider adding play call here if playstate == playfailed			this._soundInstances[src] = null;		}	};	/**	 * Handles internal preload errors	 * @method _handlePreloadError	 * @param event	 * @protected	 */	p._handlePreloadError = function(event) {		//delete(this._audioSources[src]);	};	/**	 * Set the gain value for master audio. Should not be called externally.	 * @method _updateVolume	 * @protected	 */	p._updateVolume = function () {		// Plugin Specific code	};	createjs.AbstractPlugin = AbstractPlugin;}());//##############################################################################// WebAudioLoader.js//##############################################################################(function () {	"use strict";	/**	 * Loader provides a mechanism to preload Web Audio content via PreloadJS or internally. Instances are returned to	 * the preloader, and the load method is called when the asset needs to be requested.	 *	 * @class WebAudioLoader	 * @param {String} loadItem The item to be loaded	 * @extends XHRRequest	 * @protected	 */	function Loader(loadItem) {		this.AbstractLoader_constructor(loadItem, true, createjs.Types.SOUND);	};	var p = createjs.extend(Loader, createjs.AbstractLoader);	/**	 * web audio context required for decoding audio	 * @property context	 * @type {AudioContext}	 * @static	 */	Loader.context = null;// public methods	p.toString = function () {		return "[WebAudioLoader]";	};// private methods	p._createRequest = function() {		this._request = new createjs.XHRRequest(this._item, false);		this._request.setResponseType("arraybuffer");	};	p._sendComplete = function (event) {		// OJR we leave this wrapped in Loader because we need to reference src and the handler only receives a single argument, the decodedAudio		Loader.context.decodeAudioData(this._rawResult,	         createjs.proxy(this._handleAudioDecoded, this),	         createjs.proxy(this._sendError, this));	};	/**	* The audio has been decoded.	* @method handleAudioDecoded	* @param decoded	* @protected	*/	p._handleAudioDecoded = function (decodedAudio) {		this._result = decodedAudio;		this.AbstractLoader__sendComplete();	};	createjs.WebAudioLoader = createjs.promote(Loader, "AbstractLoader");}());//##############################################################################// WebAudioSoundInstance.js//##############################################################################/** * WebAudioSoundInstance extends the base api of {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} and is used by * {{#crossLink "WebAudioPlugin"}}{{/crossLink}}. * * WebAudioSoundInstance exposes audioNodes for advanced users. * * @param {String} src The path to and file name of the sound. * @param {Number} startTime Audio sprite property used to apply an offset, in milliseconds. * @param {Number} duration Audio sprite property used to set the time the clip plays for, in milliseconds. * @param {Object} playbackResource Any resource needed by plugin to support audio playback. * @class WebAudioSoundInstance * @extends AbstractSoundInstance * @constructor */(function () {	"use strict";	function WebAudioSoundInstance(src, startTime, duration, playbackResource) {		this.AbstractSoundInstance_constructor(src, startTime, duration, playbackResource);// public properties		/**		 * NOTE this is only intended for use by advanced users.		 * <br />GainNode for controlling <code>WebAudioSoundInstance</code> volume. Connected to the {{#crossLink "WebAudioSoundInstance/destinationNode:property"}}{{/crossLink}}.		 * @property gainNode		 * @type {AudioGainNode}		 * @since 0.4.0		 *		 */		this.gainNode = s.context.createGain();		/**		 * NOTE this is only intended for use by advanced users.		 * <br />A panNode allowing left and right audio channel panning only. Connected to WebAudioSoundInstance {{#crossLink "WebAudioSoundInstance/gainNode:property"}}{{/crossLink}}.		 * @property panNode		 * @type {AudioPannerNode}		 * @since 0.4.0		 */		this.panNode = s.context.createPanner();		this.panNode.panningModel = s._panningModel;		this.panNode.connect(this.gainNode);		this._updatePan();		/**		 * NOTE this is only intended for use by advanced users.		 * <br />sourceNode is the audio source. Connected to WebAudioSoundInstance {{#crossLink "WebAudioSoundInstance/panNode:property"}}{{/crossLink}}.		 * @property sourceNode		 * @type {AudioNode}		 * @since 0.4.0		 *		 */		this.sourceNode = null;// private properties		/**		 * Timeout that is created internally to handle sound playing to completion.		 * Stored so we can remove it when stop, pause, or cleanup are called		 * @property _soundCompleteTimeout		 * @type {timeoutVariable}		 * @default null		 * @protected		 * @since 0.4.0		 */		this._soundCompleteTimeout = null;		/**		 * NOTE this is only intended for use by very advanced users.		 * _sourceNodeNext is the audio source for the next loop, inserted in a look ahead approach to allow for smooth		 * looping. Connected to {{#crossLink "WebAudioSoundInstance/gainNode:property"}}{{/crossLink}}.		 * @property _sourceNodeNext		 * @type {AudioNode}		 * @default null		 * @protected		 * @since 0.4.1		 *		 */		this._sourceNodeNext = null;		/**		 * Time audio started playback, in seconds. Used to handle set position, get position, and resuming from paused.		 * @property _playbackStartTime		 * @type {Number}		 * @default 0		 * @protected		 * @since 0.4.0		 */		this._playbackStartTime = 0;		// Proxies, make removing listeners easier.		this._endedHandler = createjs.proxy(this._handleSoundComplete, this);	};	var p = createjs.extend(WebAudioSoundInstance, createjs.AbstractSoundInstance);	var s = WebAudioSoundInstance;	/**	 * Note this is only intended for use by advanced users.	 * <br />Audio context used to create nodes.  This is and needs to be the same context used by {{#crossLink "WebAudioPlugin"}}{{/crossLink}}.  	 * @property context	 * @type {AudioContext}	 * @static	 * @since 0.6.0	 */	s.context = null;	/**	 * Note this is only intended for use by advanced users.	 * <br />The scratch buffer that will be assigned to the buffer property of a source node on close.	 * This is and should be the same scratch buffer referenced by {{#crossLink "WebAudioPlugin"}}{{/crossLink}}.  	 * @property _scratchBuffer	 * @type {AudioBufferSourceNode}	 * @static	 */	s._scratchBuffer = null;	/**	 * Note this is only intended for use by advanced users.	 * <br /> Audio node from WebAudioPlugin that sequences to <code>context.destination</code>	 * @property destinationNode	 * @type {AudioNode}	 * @static	 * @since 0.6.0	 */	s.destinationNode = null;	/**	 * Value to set panning model to equal power for WebAudioSoundInstance.  Can be "equalpower" or 0 depending on browser implementation.	 * @property _panningModel	 * @type {Number / String}	 * @protected	 * @static	 * @since 0.6.0	 */	s._panningModel = "equalpower";// Public methods	p.destroy = function() {		this.AbstractSoundInstance_destroy();		this.panNode.disconnect(0);		this.panNode = null;		this.gainNode.disconnect(0);		this.gainNode = null;	};	p.toString = function () {		return "[WebAudioSoundInstance]";	};// Private Methods	p._updatePan = function() {		this.panNode.setPosition(this._pan, 0, -0.5);		// z need to be -0.5 otherwise the sound only plays in left, right, or center	};	p._removeLooping = function(value) {		this._sourceNodeNext = this._cleanUpAudioNode(this._sourceNodeNext);	};	p._addLooping = function(value) {		if (this.playState != createjs.Sound.PLAY_SUCCEEDED) { return; }		this._sourceNodeNext = this._createAndPlayAudioNode(this._playbackStartTime, 0);	};	p._setDurationFromSource = function () {		this._duration = this.playbackResource.duration * 1000;	};	p._handleCleanUp = function () {		if (this.sourceNode && this.playState == createjs.Sound.PLAY_SUCCEEDED) {			this.sourceNode = this._cleanUpAudioNode(this.sourceNode);			this._sourceNodeNext = this._cleanUpAudioNode(this._sourceNodeNext);		}		if (this.gainNode.numberOfOutputs != 0) {this.gainNode.disconnect(0);}		// OJR there appears to be a bug that this doesn't always work in webkit (Chrome and Safari). According to the documentation, this should work.		clearTimeout(this._soundCompleteTimeout);		this._playbackStartTime = 0;	// This is used by _getPosition	};	/**	 * Turn off and disconnect an audioNode, then set reference to null to release it for garbage collection	 * @method _cleanUpAudioNode	 * @param audioNode	 * @return {audioNode}	 * @protected	 * @since 0.4.1	 */	p._cleanUpAudioNode = function(audioNode) {		if(audioNode) {			audioNode.stop(0);			audioNode.disconnect(0);			// necessary to prevent leak on iOS Safari 7-9. will throw in almost all other			// browser implementations.			if ( createjs.BrowserDetect.isIOS ) {				try { audioNode.buffer = s._scratchBuffer; } catch(e) {}			}			audioNode = null;		}		return audioNode;	};	p._handleSoundReady = function (event) {		this.gainNode.connect(s.destinationNode);  // this line can cause a memory leak.  Nodes need to be disconnected from the audioDestination or any sequence that leads to it.		var dur = this._duration * 0.001,			pos = Math.min(Math.max(0, this._position) * 0.001, dur);		this.sourceNode = this._createAndPlayAudioNode((s.context.currentTime - dur), pos);		this._playbackStartTime = this.sourceNode.startTime - pos;		this._soundCompleteTimeout = setTimeout(this._endedHandler, (dur - pos) * 1000);		if(this._loop != 0) {			this._sourceNodeNext = this._createAndPlayAudioNode(this._playbackStartTime, 0);		}	};	/**	 * Creates an audio node using the current src and context, connects it to the gain node, and starts playback.	 * @method _createAndPlayAudioNode	 * @param {Number} startTime The time to add this to the web audio context, in seconds.	 * @param {Number} offset The amount of time into the src audio to start playback, in seconds.	 * @return {audioNode}	 * @protected	 * @since 0.4.1	 */	p._createAndPlayAudioNode = function(startTime, offset) {		var audioNode = s.context.createBufferSource();		audioNode.buffer = this.playbackResource;		audioNode.connect(this.panNode);		var dur = this._duration * 0.001;		audioNode.startTime = startTime + dur;		audioNode.start(audioNode.startTime, offset+(this._startTime*0.001), dur - offset);		return audioNode;	};	p._pause = function () {		this._position = (s.context.currentTime - this._playbackStartTime) * 1000;  // * 1000 to give milliseconds, lets us restart at same point		this.sourceNode = this._cleanUpAudioNode(this.sourceNode);		this._sourceNodeNext = this._cleanUpAudioNode(this._sourceNodeNext);		if (this.gainNode.numberOfOutputs != 0) {this.gainNode.disconnect(0);}		clearTimeout(this._soundCompleteTimeout);	};	p._resume = function () {		this._handleSoundReady();	};	/*	p._handleStop = function () {		// web audio does not need to do anything extra	};	*/	p._updateVolume = function () {		var newVolume = this._muted ? 0 : this._volume;	  	if (newVolume != this.gainNode.gain.value) {		  this.gainNode.gain.value = newVolume;  		}	};	p._calculateCurrentPosition = function () {		return ((s.context.currentTime - this._playbackStartTime) * 1000); // pos in seconds * 1000 to give milliseconds	};	p._updatePosition = function () {		this.sourceNode = this._cleanUpAudioNode(this.sourceNode);		this._sourceNodeNext = this._cleanUpAudioNode(this._sourceNodeNext);		clearTimeout(this._soundCompleteTimeout);		if (!this._paused) {this._handleSoundReady();}	};	// OJR we are using a look ahead approach to ensure smooth looping.	// We add _sourceNodeNext to the audio context so that it starts playing even if this callback is delayed.	// This technique is described here:  http://www.html5rocks.com/en/tutorials/audio/scheduling/	// NOTE the cost of this is that our audio loop may not always match the loop event timing precisely.	p._handleLoop = function () {		this._cleanUpAudioNode(this.sourceNode);		this.sourceNode = this._sourceNodeNext;		this._playbackStartTime = this.sourceNode.startTime;		this._sourceNodeNext = this._createAndPlayAudioNode(this._playbackStartTime, 0);		this._soundCompleteTimeout = setTimeout(this._endedHandler, this._duration);	};	p._updateDuration = function () {		if(this.playState == createjs.Sound.PLAY_SUCCEEDED) {			this._pause();			this._resume();		}	};	createjs.WebAudioSoundInstance = createjs.promote(WebAudioSoundInstance, "AbstractSoundInstance");}());//##############################################################################// WebAudioPlugin.js//##############################################################################(function () {	"use strict";	/**	 * Play sounds using Web Audio in the browser. The WebAudioPlugin is currently the default plugin, and will be used	 * anywhere that it is supported. To change plugin priority, check out the Sound API	 * {{#crossLink "Sound/registerPlugins"}}{{/crossLink}} method.	 * <h4>Known Browser and OS issues for Web Audio</h4>	 * <b>Firefox 25</b>	 * <li>	 *     mp3 audio files do not load properly on all windows machines, reported <a href="https://bugzilla.mozilla.org/show_bug.cgi?id=929969" target="_blank">here</a>.	 *     <br />For this reason it is recommended to pass another FireFox-supported type (i.e. ogg) as the default	 *     extension, until this bug is resolved	 * </li>	 *	 * <b>Webkit (Chrome and Safari)</b>	 * <li>	 *     AudioNode.disconnect does not always seem to work.  This can cause the file size to grow over time if you	 * 	   are playing a lot of audio files.	 * </li>	 *	 * <b>iOS 6 limitations</b>	 * <ul>	 *     <li>	 *         Sound is initially muted and will only unmute through play being called inside a user initiated event	 *         (touch/click). Please read the mobile playback notes in the the {{#crossLink "Sound"}}{{/crossLink}}	 *         class for a full overview of the limitations, and how to get around them.	 *     </li>	 *	   <li>	 *	       A bug exists that will distort un-cached audio when a video element is present in the DOM. You can avoid	 *	       this bug by ensuring the audio and video audio share the same sample rate.	 *	   </li>	 * </ul>	 * @class WebAudioPlugin	 * @extends AbstractPlugin	 * @constructor	 * @since 0.4.0	 */	function WebAudioPlugin() {		this.AbstractPlugin_constructor();// Private Properties		/**		 * Value to set panning model to equal power for WebAudioSoundInstance.  Can be "equalpower" or 0 depending on browser implementation.		 * @property _panningModel		 * @type {Number / String}		 * @protected		 */		this._panningModel = s._panningModel;;		/**		 * The web audio context, which WebAudio uses to play audio. All nodes that interact with the WebAudioPlugin		 * need to be created within this context.		 * @property context		 * @type {AudioContext}		 */		this.context = s.context;		/**		 * A DynamicsCompressorNode, which is used to improve sound quality and prevent audio distortion.		 * It is connected to <code>context.destination</code>.		 *		 * Can be accessed by advanced users through createjs.Sound.activePlugin.dynamicsCompressorNode.		 * @property dynamicsCompressorNode		 * @type {AudioNode}		 */		this.dynamicsCompressorNode = this.context.createDynamicsCompressor();		this.dynamicsCompressorNode.connect(this.context.destination);		/**		 * A GainNode for controlling master volume. It is connected to {{#crossLink "WebAudioPlugin/dynamicsCompressorNode:property"}}{{/crossLink}}.		 *		 * Can be accessed by advanced users through createjs.Sound.activePlugin.gainNode.		 * @property gainNode		 * @type {AudioGainNode}		 */		this.gainNode = this.context.createGain();		this.gainNode.connect(this.dynamicsCompressorNode);		createjs.WebAudioSoundInstance.destinationNode = this.gainNode;		this._capabilities = s._capabilities;		this._loaderClass = createjs.WebAudioLoader;		this._soundInstanceClass = createjs.WebAudioSoundInstance;		this._addPropsToClasses();	}	var p = createjs.extend(WebAudioPlugin, createjs.AbstractPlugin);// Static Properties	var s = WebAudioPlugin;	/**	 * The capabilities of the plugin. This is generated via the {{#crossLink "WebAudioPlugin/_generateCapabilities:method"}}{{/crossLink}}	 * method and is used internally.	 * @property _capabilities	 * @type {Object}	 * @default null	 * @private	 * @static	 */	s._capabilities = null;	/**	 * Value to set panning model to equal power for WebAudioSoundInstance.  Can be "equalpower" or 0 depending on browser implementation.	 * @property _panningModel	 * @type {Number / String}	 * @private	 * @static	 */	s._panningModel = "equalpower";	/**	 * The web audio context, which WebAudio uses to play audio. All nodes that interact with the WebAudioPlugin	 * need to be created within this context.	 *	 * Advanced users can set this to an existing context, but <b>must</b> do so before they call	 * {{#crossLink "Sound/registerPlugins"}}{{/crossLink}} or {{#crossLink "Sound/initializeDefaultPlugins"}}{{/crossLink}}.	 *	 * @property context	 * @type {AudioContext}	 * @static	 */	s.context = null;	/**	 * The scratch buffer that will be assigned to the buffer property of a source node on close.	 * Works around an iOS Safari bug: https://github.com/CreateJS/SoundJS/issues/102	 *	 * Advanced users can set this to an existing source node, but <b>must</b> do so before they call	 * {{#crossLink "Sound/registerPlugins"}}{{/crossLink}} or {{#crossLink "Sound/initializeDefaultPlugins"}}{{/crossLink}}.	 *	 * @property _scratchBuffer	 * @type {AudioBuffer}	 * @private	 * @static	 */	 s._scratchBuffer = null;	/**	 * Indicated whether audio on iOS has been unlocked, which requires a touchend/mousedown event that plays an	 * empty sound.	 * @property _unlocked	 * @type {boolean}	 * @since 0.6.2	 * @private	 */	s._unlocked = false;	/**	 * The default sample rate used when checking for iOS compatibility. See {{#crossLink "WebAudioPlugin/_createAudioContext"}}{{/crossLink}}.	 * @property DEFAULT_SAMPLE_REATE	 * @type {number}	 * @default 44100	 * @static	 */	s.DEFAULT_SAMPLE_RATE = 44100;// Static Public Methods	/**	 * Determine if the plugin can be used in the current browser/OS.	 * @method isSupported	 * @return {Boolean} If the plugin can be initialized.	 * @static	 */	s.isSupported = function () {		// check if this is some kind of mobile device, Web Audio works with local protocol under PhoneGap and it is unlikely someone is trying to run a local file		var isMobilePhoneGap = createjs.BrowserDetect.isIOS || createjs.BrowserDetect.isAndroid || createjs.BrowserDetect.isBlackberry;		// OJR isMobile may be redundant with _isFileXHRSupported available.  Consider removing.		if (location.protocol == "file:" && !isMobilePhoneGap && !this._isFileXHRSupported()) { return false; }  // Web Audio requires XHR, which is not usually available locally		s._generateCapabilities();		if (s.context == null) {return false;}		return true;	};	/**	 * Plays an empty sound in the web audio context.  This is used to enable web audio on iOS devices, as they	 * require the first sound to be played inside of a user initiated event (touch/click).  This is called when	 * {{#crossLink "WebAudioPlugin"}}{{/crossLink}} is initialized (by Sound {{#crossLink "Sound/initializeDefaultPlugins"}}{{/crossLink}}	 * for example).	 *	 * <h4>Example</h4>	 *	 *     function handleTouch(event) {	 *         createjs.WebAudioPlugin.playEmptySound();	 *     }	 *	 * @method playEmptySound	 * @static	 * @since 0.4.1	 */	s.playEmptySound = function() {		if (s.context == null) {return;}		var source = s.context.createBufferSource();		source.buffer = s._scratchBuffer;		source.connect(s.context.destination);		source.start(0, 0, 0);	};// Static Private Methods	/**	 * Determine if XHR is supported, which is necessary for web audio.	 * @method _isFileXHRSupported	 * @return {Boolean} If XHR is supported.	 * @since 0.4.2	 * @private	 * @static	 */	s._isFileXHRSupported = function() {		// it's much easier to detect when something goes wrong, so let's start optimistically		var supported = true;		var xhr = new XMLHttpRequest();		try {			xhr.open("GET", "WebAudioPluginTest.fail", false); // loading non-existant file triggers 404 only if it could load (synchronous call)		} catch (error) {			// catch errors in cases where the onerror is passed by			supported = false;			return supported;		}		xhr.onerror = function() { supported = false; }; // cause irrelevant		// with security turned off, we can get empty success results, which is actually a failed read (status code 0?)		xhr.onload = function() { supported = this.status == 404 || (this.status == 200 || (this.status == 0 && this.response != "")); };		try {			xhr.send();		} catch (error) {			// catch errors in cases where the onerror is passed by			supported = false;		}		return supported;	};	/**	 * Determine the capabilities of the plugin. Used internally. Please see the Sound API {{#crossLink "Sound/capabilities:property"}}{{/crossLink}}	 * method for an overview of plugin capabilities.	 * @method _generateCapabilities	 * @static	 * @private	 */	s._generateCapabilities = function () {		if (s._capabilities != null) {return;}		// Web Audio can be in any formats supported by the audio element, from http://www.w3.org/TR/webaudio/#AudioContext-section		var t = document.createElement("audio");		if (t.canPlayType == null) {return null;}		if (s.context == null) {			s.context = s._createAudioContext();			if (s.context == null) { return null; }		}		if (s._scratchBuffer == null) {			s._scratchBuffer = s.context.createBuffer(1, 1, 22050);		}		s._compatibilitySetUp();		// Listen for document level clicks to unlock WebAudio on iOS. See the _unlock method.		if ("ontouchstart" in window && s.context.state != "running") {			s._unlock(); // When played inside of a touch event, this will enable audio on iOS immediately.			document.addEventListener("mousedown", s._unlock, true);			document.addEventListener("touchstart", s._unlock, true);			document.addEventListener("touchend", s._unlock, true);		}		s._capabilities = {			panning:true,			volume:true,			tracks:-1		};		// determine which extensions our browser supports for this plugin by iterating through Sound.SUPPORTED_EXTENSIONS		var supportedExtensions = createjs.Sound.SUPPORTED_EXTENSIONS;		var extensionMap = createjs.Sound.EXTENSION_MAP;		for (var i = 0, l = supportedExtensions.length; i < l; i++) {			var ext = supportedExtensions[i];			var playType = extensionMap[ext] || ext;			s._capabilities[ext] = (t.canPlayType("audio/" + ext) != "no" && t.canPlayType("audio/" + ext) != "") || (t.canPlayType("audio/" + playType) != "no" && t.canPlayType("audio/" + playType) != "");		}  // OJR another way to do this might be canPlayType:"m4a", codex: mp4		// 0=no output, 1=mono, 2=stereo, 4=surround, 6=5.1 surround.		// See http://www.w3.org/TR/webaudio/#AudioChannelSplitter for more details on channels.		if (s.context.destination.numberOfChannels < 2) {			s._capabilities.panning = false;		}	};	/**	 * Create an audio context for the sound.	 *	 * This method handles both vendor prefixes (specifically webkit support), as well as a case on iOS where	 * audio played with a different sample rate may play garbled when first started. The default sample rate is	 * 44,100, however it can be changed using the {{#crossLink "WebAudioPlugin/DEFAULT_SAMPLE_RATE:property"}}{{/crossLink}}.	 * @method _createAudioContext	 * @return {AudioContext | webkitAudioContext}	 * @private	 * @static	 * @since 1.0.0	 */	s._createAudioContext = function() {		// Slightly modified version of https://github.com/Jam3/ios-safe-audio-context		// Resolves issues with first-run contexts playing garbled on iOS.		var AudioCtor = (window.AudioContext || window.webkitAudioContext);		if (AudioCtor == null) { return null; }		var context = new AudioCtor();		// Check if hack is necessary. Only occurs in iOS6+ devices		// and only when you first boot the iPhone, or play a audio/video		// with a different sample rate		if (/(iPhone|iPad)/i.test(navigator.userAgent)				&& context.sampleRate !== s.DEFAULT_SAMPLE_RATE) {			var buffer = context.createBuffer(1, 1, s.DEFAULT_SAMPLE_RATE),					dummy = context.createBufferSource();			dummy.buffer = buffer;			dummy.connect(context.destination);			dummy.start(0);			dummy.disconnect();			context.close() // dispose old context			context = new AudioCtor();		}		return context;	}	/**	 * Set up compatibility if only deprecated web audio calls are supported.	 * See http://www.w3.org/TR/webaudio/#DeprecationNotes	 * Needed so we can support new browsers that don't support deprecated calls (Firefox) as well as old browsers that	 * don't support new calls.	 *	 * @method _compatibilitySetUp	 * @static	 * @private	 * @since 0.4.2	 */	s._compatibilitySetUp = function() {		s._panningModel = "equalpower";		//assume that if one new call is supported, they all are		if (s.context.createGain) { return; }		// simple name change, functionality the same		s.context.createGain = s.context.createGainNode;		// source node, add to prototype		var audioNode = s.context.createBufferSource();		audioNode.__proto__.start = audioNode.__proto__.noteGrainOn;	// note that noteGrainOn requires all 3 parameters		audioNode.__proto__.stop = audioNode.__proto__.noteOff;		// panningModel		s._panningModel = 0;	};	/**	 * Try to unlock audio on iOS. This is triggered from either WebAudio plugin setup (which will work if inside of	 * a `mousedown` or `touchend` event stack), or the first document touchend/mousedown event. If it fails (touchend	 * will fail if the user presses for too long, indicating a scroll event instead of a click event.	 *	 * Note that earlier versions of iOS supported `touchstart` for this, but iOS9 removed this functionality. Adding	 * a `touchstart` event to support older platforms may preclude a `mousedown` even from getting fired on iOS9, so we	 * stick with `mousedown` and `touchend`.	 * @method _unlock	 * @since 0.6.2	 * @private	 */	s._unlock = function() {		if (s._unlocked) { return; }		s.playEmptySound();		if (s.context.state == "running") {			document.removeEventListener("mousedown", s._unlock, true);			document.removeEventListener("touchend", s._unlock, true);			document.removeEventListener("touchstart", s._unlock, true);			s._unlocked = true;		}	};// Public Methods	p.toString = function () {		return "[WebAudioPlugin]";	};// Private Methods	/**	 * Set up needed properties on supported classes WebAudioSoundInstance and WebAudioLoader.	 * @method _addPropsToClasses	 * @static	 * @protected	 * @since 0.6.0	 */	p._addPropsToClasses = function() {		var c = this._soundInstanceClass;		c.context = this.context;		c._scratchBuffer = s._scratchBuffer;		c.destinationNode = this.gainNode;		c._panningModel = this._panningModel;		this._loaderClass.context = this.context;	};	/**	 * Set the gain value for master audio. Should not be called externally.	 * @method _updateVolume	 * @protected	 */	p._updateVolume = function () {		var newVolume = createjs.Sound._masterMute ? 0 : this._volume;		if (newVolume != this.gainNode.gain.value) {			this.gainNode.gain.value = newVolume;		}	};	createjs.WebAudioPlugin = createjs.promote(WebAudioPlugin, "AbstractPlugin");}());//##############################################################################// HTMLAudioTagPool.js//##############################################################################(function () {	"use strict";	/**	 * HTMLAudioTagPool is an object pool for HTMLAudio tag instances.	 * @class HTMLAudioTagPool	 * @param {String} src The source of the channel.	 * @protected	 */	function HTMLAudioTagPool() {			throw "HTMLAudioTagPool cannot be instantiated";	}	var s = HTMLAudioTagPool;// Static Properties	/**	 * A hash lookup of each base audio tag, indexed by the audio source.	 * @property _tags	 * @type {{}}	 * @static	 * @private	 */	s._tags = {};	/**	 * An object pool for html audio tags	 * @property _tagPool	 * @type {TagPool}	 * @static	 * @private	 */	s._tagPool = new TagPool();	/**	 * A hash lookup of if a base audio tag is available, indexed by the audio source	 * @property _tagsUsed	 * @type {{}}	 * @private	 * @static	 */	s._tagUsed = {};// Static Methods	/**	  * Get an audio tag with the given source.	  * @method get	  * @param {String} src The source file used by the audio tag.	  * @static	  */	 s.get = function (src) {		var t = s._tags[src];		if (t == null) {			// create new base tag			t = s._tags[src] = s._tagPool.get();			t.src = src;		} else {			// get base or pool			if (s._tagUsed[src]) {				t = s._tagPool.get();				t.src = src;			} else {				s._tagUsed[src] = true;			}		}		return t;	 };	 /**	  * Return an audio tag to the pool.	  * @method set	  * @param {String} src The source file used by the audio tag.	  * @param {HTMLElement} tag Audio tag to set.	  * @static	  */	 s.set = function (src, tag) {		 // check if this is base, if yes set boolean if not return to pool		 if(tag == s._tags[src]) {			 s._tagUsed[src] = false;		 } else {			 s._tagPool.set(tag);		 }	 };	/**	 * Delete stored tag reference and return them to pool. Note that if the tag reference does not exist, this will fail.	 * @method remove	 * @param {String} src The source for the tag	 * @return {Boolean} If the TagPool was deleted.	 * @static	 */	s.remove = function (src) {		var tag = s._tags[src];		if (tag == null) {return false;}		s._tagPool.set(tag);		delete(s._tags[src]);		delete(s._tagUsed[src]);		return true;	};	/**	 * Gets the duration of the src audio in milliseconds	 * @method getDuration	 * @param {String} src The source file used by the audio tag.	 * @return {Number} Duration of src in milliseconds	 * @static	 */	s.getDuration= function (src) {		var t = s._tags[src];		if (t == null || !t.duration) {return 0;}	// OJR duration is NaN if loading has not completed		return t.duration * 1000;	};	createjs.HTMLAudioTagPool = HTMLAudioTagPool;// ************************************************************************************************************	/**	 * The TagPool is an object pool for HTMLAudio tag instances.	 * #class TagPool	 * @param {String} src The source of the channel.	 * @protected	 */	function TagPool(src) {// Public Properties		/**		 * A list of all available tags in the pool.		 * #property tags		 * @type {Array}		 * @protected		 */		this._tags = [];	};	var p = TagPool.prototype;	p.constructor = TagPool;// Public Methods	/**	 * Get an HTMLAudioElement for immediate playback. This takes it out of the pool.	 * #method get	 * @return {HTMLAudioElement} An HTML audio tag.	 */	p.get = function () {		var tag;		if (this._tags.length == 0) {			tag = this._createTag();		} else {			tag = this._tags.pop();		}		if (tag.parentNode == null) {document.body.appendChild(tag);}		return tag;	};	/**	 * Put an HTMLAudioElement back in the pool for use.	 * #method set	 * @param {HTMLAudioElement} tag HTML audio tag	 */	p.set = function (tag) {		// OJR this first step seems unnecessary		var index = createjs.indexOf(this._tags, tag);		if (index == -1) {			this._tags.src = null;			this._tags.push(tag);		}	};	p.toString = function () {		return "[TagPool]";	};// Private Methods	/**	 * Create an HTML audio tag.	 * #method _createTag	 * @param {String} src The source file to set for the audio tag.	 * @return {HTMLElement} Returns an HTML audio tag.	 * @protected	 */	p._createTag = function () {		var tag = document.createElement("audio");		tag.autoplay = false;		tag.preload = "none";		//LM: Firefox fails when this the preload="none" for other tags, but it needs to be "none" to ensure PreloadJS works.		return tag;	};}());//##############################################################################// HTMLAudioSoundInstance.js//##############################################################################(function () {	"use strict";	/**	 * HTMLAudioSoundInstance extends the base api of {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} and is used by	 * {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}}.	 *	 * @param {String} src The path to and file name of the sound.	 * @param {Number} startTime Audio sprite property used to apply an offset, in milliseconds.	 * @param {Number} duration Audio sprite property used to set the time the clip plays for, in milliseconds.	 * @param {Object} playbackResource Any resource needed by plugin to support audio playback.	 * @class HTMLAudioSoundInstance	 * @extends AbstractSoundInstance	 * @constructor	 */	function HTMLAudioSoundInstance(src, startTime, duration, playbackResource) {		this.AbstractSoundInstance_constructor(src, startTime, duration, playbackResource);// Private Properties		this._audioSpriteStopTime = null;		this._delayTimeoutId = null;		// Proxies, make removing listeners easier.		this._endedHandler = createjs.proxy(this._handleSoundComplete, this);		this._readyHandler = createjs.proxy(this._handleTagReady, this);		this._stalledHandler = createjs.proxy(this._playFailed, this);		this._audioSpriteEndHandler = createjs.proxy(this._handleAudioSpriteLoop, this);		this._loopHandler = createjs.proxy(this._handleSoundComplete, this);		if (duration) {			this._audioSpriteStopTime = (startTime + duration) * 0.001;		} else {			this._duration = createjs.HTMLAudioTagPool.getDuration(this.src);		}	}	var p = createjs.extend(HTMLAudioSoundInstance, createjs.AbstractSoundInstance);// Public Methods	/**	 * Called by {{#crossLink "Sound"}}{{/crossLink}} when plugin does not handle master volume.	 * undoc'd because it is not meant to be used outside of Sound	 * #method setMasterVolume	 * @param value	 */	p.setMasterVolume = function (value) {		this._updateVolume();	};	/**	 * Called by {{#crossLink "Sound"}}{{/crossLink}} when plugin does not handle master mute.	 * undoc'd because it is not meant to be used outside of Sound	 * #method setMasterMute	 * @param value	 */	p.setMasterMute = function (isMuted) {		this._updateVolume();	};	p.toString = function () {		return "[HTMLAudioSoundInstance]";	};//Private Methods	p._removeLooping = function() {		if(this._playbackResource == null) {return;}		this._playbackResource.loop = false;		this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false);	};	p._addLooping = function() {		if(this._playbackResource == null  || this._audioSpriteStopTime) {return;}		this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false);		this._playbackResource.loop = true;	};	p._handleCleanUp = function () {		var tag = this._playbackResource;		if (tag != null) {			tag.pause();			tag.loop = false;			tag.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_ENDED, this._endedHandler, false);			tag.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_READY, this._readyHandler, false);			tag.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_STALLED, this._stalledHandler, false);			tag.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false);			tag.removeEventListener(createjs.HTMLAudioPlugin._TIME_UPDATE, this._audioSpriteEndHandler, false);			try {				tag.currentTime = this._startTime;			} catch (e) {			} // Reset Position			createjs.HTMLAudioTagPool.set(this.src, tag);			this._playbackResource = null;		}	};	p._beginPlaying = function (playProps) {		this._playbackResource = createjs.HTMLAudioTagPool.get(this.src);		return this.AbstractSoundInstance__beginPlaying(playProps);	};	p._handleSoundReady = function (event) {		if (this._playbackResource.readyState !== 4) {			var tag = this._playbackResource;			tag.addEventListener(createjs.HTMLAudioPlugin._AUDIO_READY, this._readyHandler, false);			tag.addEventListener(createjs.HTMLAudioPlugin._AUDIO_STALLED, this._stalledHandler, false);			tag.preload = "auto"; // This is necessary for Firefox, as it won't ever "load" until this is set.			tag.load();			return;		}		this._updateVolume();		this._playbackResource.currentTime = (this._startTime + this._position) * 0.001;		if (this._audioSpriteStopTime) {			this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._TIME_UPDATE, this._audioSpriteEndHandler, false);		} else {			this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._AUDIO_ENDED, this._endedHandler, false);			if(this._loop != 0) {				this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false);				this._playbackResource.loop = true;			}		}		this._playbackResource.play();	};	/**	 * Used to handle when a tag is not ready for immediate playback when it is returned from the HTMLAudioTagPool.	 * @method _handleTagReady	 * @param event	 * @protected	 */	p._handleTagReady = function (event) {		this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_READY, this._readyHandler, false);		this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_STALLED, this._stalledHandler, false);		this._handleSoundReady();	};	p._pause = function () {		this._playbackResource.pause();	};	p._resume = function () {		this._playbackResource.play();	};	p._updateVolume = function () {		if (this._playbackResource != null) {			var newVolume = (this._muted || createjs.Sound._masterMute) ? 0 : this._volume * createjs.Sound._masterVolume;			if (newVolume != this._playbackResource.volume) {this._playbackResource.volume = newVolume;}		}	};	p._calculateCurrentPosition = function() {		return (this._playbackResource.currentTime * 1000) - this._startTime;	};	p._updatePosition = function() {		this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false);		this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._handleSetPositionSeek, false);		try {			this._playbackResource.currentTime = (this._position + this._startTime) * 0.001;		} catch (error) { // Out of range			this._handleSetPositionSeek(null);		}	};	/**	 * Used to enable setting position, as we need to wait for that seek to be done before we add back our loop handling seek listener	 * @method _handleSetPositionSeek	 * @param event	 * @protected	 */	p._handleSetPositionSeek = function(event) {		if (this._playbackResource == null) { return; }		this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._handleSetPositionSeek, false);		this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false);	};	/**	 * Timer used to loop audio sprites.	 * NOTE because of the inaccuracies in the timeupdate event (15 - 250ms) and in setting the tag to the desired timed	 * (up to 300ms), it is strongly recommended not to loop audio sprites with HTML Audio if smooth looping is desired	 *	 * @method _handleAudioSpriteLoop	 * @param event	 * @private	 */	p._handleAudioSpriteLoop = function (event) {		if(this._playbackResource.currentTime <= this._audioSpriteStopTime) {return;}		this._playbackResource.pause();		if(this._loop == 0) {			this._handleSoundComplete(null);		} else {			this._position = 0;			this._loop--;			this._playbackResource.currentTime = this._startTime * 0.001;			if(!this._paused) {this._playbackResource.play();}			this._sendEvent("loop");		}	};	// NOTE with this approach audio will loop as reliably as the browser allows	// but we could end up sending the loop event after next loop playback begins	p._handleLoop = function (event) {		if(this._loop == 0) {			this._playbackResource.loop = false;			this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false);		}	};	p._updateStartTime = function () {		this._audioSpriteStopTime = (this._startTime + this._duration) * 0.001;		if(this.playState == createjs.Sound.PLAY_SUCCEEDED) {			this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_ENDED, this._endedHandler, false);			this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._TIME_UPDATE, this._audioSpriteEndHandler, false);		}	};	p._updateDuration = function () {		this._audioSpriteStopTime = (this._startTime + this._duration) * 0.001;		if(this.playState == createjs.Sound.PLAY_SUCCEEDED) {			this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_ENDED, this._endedHandler, false);			this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._TIME_UPDATE, this._audioSpriteEndHandler, false);		}	};	p._setDurationFromSource = function () {		this._duration = createjs.HTMLAudioTagPool.getDuration(this.src);		this._playbackResource = null;	};	createjs.HTMLAudioSoundInstance = createjs.promote(HTMLAudioSoundInstance, "AbstractSoundInstance");}());//##############################################################################// HTMLAudioPlugin.js//##############################################################################(function () {	"use strict";	/**	 * Play sounds using HTML <audio> tags in the browser. This plugin is the second priority plugin installed	 * by default, after the {{#crossLink "WebAudioPlugin"}}{{/crossLink}}.  For older browsers that do not support html	 * audio, include and install the {{#crossLink "FlashAudioPlugin"}}{{/crossLink}}.	 *	 * <h4>Known Browser and OS issues for HTML Audio</h4>	 * <b>All browsers</b><br />	 * Testing has shown in all browsers there is a limit to how many audio tag instances you are allowed.  If you exceed	 * this limit, you can expect to see unpredictable results. Please use {{#crossLink "Sound.MAX_INSTANCES"}}{{/crossLink}} as	 * a guide to how many total audio tags you can safely use in all browsers.  This issue is primarily limited to IE9.	 *     * <b>IE html limitations</b><br />     * <ul><li>There is a delay in applying volume changes to tags that occurs once playback is started. So if you have     * muted all sounds, they will all play during this delay until the mute applies internally. This happens regardless of     * when or how you apply the volume change, as the tag seems to need to play to apply it.</li>     * <li>MP3 encoding will not always work for audio tags if it's not default.  We've found default encoding with     * 64kbps works.</li>	 * <li>Occasionally very short samples will get cut off.</li>	 * <li>There is a limit to how many audio tags you can load or play at once, which appears to be determined by	 * hardware and browser settings.  See {{#crossLink "HTMLAudioPlugin.MAX_INSTANCES"}}{{/crossLink}} for a safe estimate.	 * Note that audio sprites can be used as a solution to this issue.</li></ul>	 *	 * <b>Safari limitations</b><br />	 * <ul><li>Safari requires Quicktime to be installed for audio playback.</li></ul>	 *	 * <b>iOS 6 limitations</b><br />	 * <ul><li>can only have one <audio> tag</li>	 * 		<li>can not preload or autoplay the audio</li>	 * 		<li>can not cache the audio</li>	 * 		<li>can not play the audio except inside a user initiated event.</li>	 *		<li>Note it is recommended to use {{#crossLink "WebAudioPlugin"}}{{/crossLink}} for iOS (6+)</li>	 * 		<li>audio sprites can be used to mitigate some of these issues and are strongly recommended on iOS</li>	 * </ul>	 *	 * <b>Android Native Browser limitations</b><br />	 * <ul><li>We have no control over audio volume. Only the user can set volume on their device.</li>	 *      <li>We can only play audio inside a user event (touch/click).  This currently means you cannot loop sound or use a delay.</li></ul>	 * <b> Android Chrome 26.0.1410.58 specific limitations</b><br />	 * <ul> <li>Can only play 1 sound at a time.</li>	 *      <li>Sound is not cached.</li>	 *      <li>Sound can only be loaded in a user initiated touch/click event.</li>	 *      <li>There is a delay before a sound is played, presumably while the src is loaded.</li>	 * </ul>	 *	 * See {{#crossLink "Sound"}}{{/crossLink}} for general notes on known issues.	 *	 * @class HTMLAudioPlugin	 * @extends AbstractPlugin	 * @constructor	 */	function HTMLAudioPlugin() {		this.AbstractPlugin_constructor();	// Public Properties		this._capabilities = s._capabilities;		this._loaderClass = createjs.SoundLoader;		this._soundInstanceClass = createjs.HTMLAudioSoundInstance;	}	var p = createjs.extend(HTMLAudioPlugin, createjs.AbstractPlugin);	var s = HTMLAudioPlugin;// Static Properties	/**	 * The maximum number of instances that can be loaded or played. This is a browser limitation, primarily limited to IE9.	 * The actual number varies from browser to browser (and is largely hardware dependant), but this is a safe estimate.	 * Audio sprites work around this limitation.	 * @property MAX_INSTANCES	 * @type {Number}	 * @default 30	 * @static	 */	s.MAX_INSTANCES = 30;	/**	 * Event constant for the "canPlayThrough" event for cleaner code.	 * @property _AUDIO_READY	 * @type {String}	 * @default canplaythrough	 * @static	 * @private	 */	s._AUDIO_READY = "canplaythrough";	/**	 * Event constant for the "ended" event for cleaner code.	 * @property _AUDIO_ENDED	 * @type {String}	 * @default ended	 * @static	 * @private	 */	s._AUDIO_ENDED = "ended";	/**	 * Event constant for the "seeked" event for cleaner code.  We utilize this event for maintaining loop events.	 * @property _AUDIO_SEEKED	 * @type {String}	 * @default seeked	 * @static	 * @private	 */	s._AUDIO_SEEKED = "seeked";	/**	 * Event constant for the "stalled" event for cleaner code.	 * @property _AUDIO_STALLED	 * @type {String}	 * @default stalled	 * @static	 * @private	 */	s._AUDIO_STALLED = "stalled";	/**	 * Event constant for the "timeupdate" event for cleaner code.  Utilized for looping audio sprites.	 * This event callsback ever 15 to 250ms and can be dropped by the browser for performance.	 * @property _TIME_UPDATE	 * @type {String}	 * @default timeupdate	 * @static	 * @private	 */	s._TIME_UPDATE = "timeupdate";	/**	 * The capabilities of the plugin. This is generated via the {{#crossLink "HTMLAudioPlugin/_generateCapabilities"}}{{/crossLink}}	 * method. Please see the Sound {{#crossLink "Sound/capabilities:property"}}{{/crossLink}} method for an overview of all	 * of the available properties.	 * @property _capabilities	 * @type {Object}	 * @private	 * @static	 */	s._capabilities = null;// Static Methods	/**	 * Determine if the plugin can be used in the current browser/OS. Note that HTML audio is available in most modern	 * browsers, but is disabled in iOS because of its limitations.	 * @method isSupported	 * @return {Boolean} If the plugin can be initialized.	 * @static	 */	s.isSupported = function () {		s._generateCapabilities();		return (s._capabilities != null);	};	/**	 * Determine the capabilities of the plugin. Used internally. Please see the Sound API {{#crossLink "Sound/capabilities:property"}}{{/crossLink}}	 * method for an overview of plugin capabilities.	 * @method _generateCapabilities	 * @static	 * @private	 */	s._generateCapabilities = function () {		if (s._capabilities != null) {return;}		var t = document.createElement("audio");		if (t.canPlayType == null) {return null;}		s._capabilities = {			panning:false,			volume:true,			tracks:-1		};		// determine which extensions our browser supports for this plugin by iterating through Sound.SUPPORTED_EXTENSIONS		var supportedExtensions = createjs.Sound.SUPPORTED_EXTENSIONS;		var extensionMap = createjs.Sound.EXTENSION_MAP;		for (var i = 0, l = supportedExtensions.length; i < l; i++) {			var ext = supportedExtensions[i];			var playType = extensionMap[ext] || ext;			s._capabilities[ext] = (t.canPlayType("audio/" + ext) != "no" && t.canPlayType("audio/" + ext) != "") || (t.canPlayType("audio/" + playType) != "no" && t.canPlayType("audio/" + playType) != "");		}  // OJR another way to do this might be canPlayType:"m4a", codex: mp4	};// public methods	p.register = function (loadItem) {		var tag = createjs.HTMLAudioTagPool.get(loadItem.src);		var loader = this.AbstractPlugin_register(loadItem);		loader.setTag(tag);		return loader;	};	p.removeSound = function (src) {		this.AbstractPlugin_removeSound(src);		createjs.HTMLAudioTagPool.remove(src);	};	p.create = function (src, startTime, duration) {		var si = this.AbstractPlugin_create(src, startTime, duration);		si.playbackResource = null;		return si;	};	p.toString = function () {		return "[HTMLAudioPlugin]";	};	// plugin does not support these	p.setVolume = p.getVolume = p.setMute = null;	createjs.HTMLAudioPlugin = createjs.promote(HTMLAudioPlugin, "AbstractPlugin");}());export default createjs
 |