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v2.1.3
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goldfire committed Dec 24, 2019
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6 changes: 6 additions & 0 deletions CHANGELOG.md
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## 2.1.3 (December 24, 2019)
- `FIXED` Don't try to obtain HTML5 audio if there is no audio support ([#1191](https://github.com/goldfire/howler.js/issues/1191)).
- `FIXED` The x/y/z orientations for the top of the listener weren't being set properly ([#1221](https://github.com/goldfire/howler.js/pull/1221)).
- `FIXED` Race condition that could prevent looping audio from always looping ([#1225](https://github.com/goldfire/howler.js/pull/1225)).
- `FIXED` Race condition that could cause the main volume to be reset to 1 if called before `unlockAudio` ([#1210](https://github.com/goldfire/howler.js/pull/1210)).

## 2.1.2 (April 19, 2019)
- `FIXED` Removed browser check for auto play unlock since all major browsers now implement this.
- `FIXED` Live streams now stop downloading when they are stopped, also fixing issue in Chrome with stopping twice ([#1129](https://github.com/goldfire/howler.js/issues/1129)).
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4 changes: 2 additions & 2 deletions dist/howler.core.min.js

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19 changes: 9 additions & 10 deletions dist/howler.js
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/*!
* howler.js v2.1.2
* howler.js v2.1.3
* howlerjs.com
*
* (c) 2013-2019, James Simpson of GoldFire Studios
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var timeout = (duration * 1000) / Math.abs(sound._rate);
var start = self._sprite[sprite][0] / 1000;
var stop = (self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000;
var loop = !!(sound._loop || self._sprite[sprite][2]);
sound._sprite = sprite;

// Mark the sound as ended instantly so that this async playback
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sound._seek = seek;
sound._start = start;
sound._stop = stop;
sound._loop = loop;
sound._loop = !!(sound._loop || self._sprite[sprite][2]);
};

// End the sound instantly if seek is at the end.
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},

/**
* Fade a currently playing sound between two volumes (if no id is passsed, all sounds will fade).
* Fade a currently playing sound between two volumes (if no id is passed, all sounds will fade).
* @param {Number} from The value to fade from (0.0 to 1.0).
* @param {Number} to The volume to fade to (0.0 to 1.0).
* @param {Number} len Time in milliseconds to fade.
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self._node.gain.setValueAtTime(volume, Howler.ctx.currentTime);
self._node.paused = true;
self._node.connect(Howler.masterGain);
} else {
} else if (!Howler.noAudio) {
// Get an unlocked Audio object from the pool.
self._node = Howler._obtainHtml5Audio();

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// Create and expose the master GainNode when using Web Audio (useful for plugins or advanced usage).
if (Howler.usingWebAudio) {
Howler.masterGain = (typeof Howler.ctx.createGain === 'undefined') ? Howler.ctx.createGainNode() : Howler.ctx.createGain();
Howler.masterGain.gain.setValueAtTime(Howler._muted ? 0 : 1, Howler.ctx.currentTime);
Howler.masterGain.gain.setValueAtTime(Howler._muted ? 0 : Howler._volume, Howler.ctx.currentTime);
Howler.masterGain.connect(Howler.ctx.destination);
}

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/*!
* Spatial Plugin - Adds support for stereo and 3D audio where Web Audio is supported.
*
* howler.js v2.1.2
* howler.js v2.1.3
* howlerjs.com
*
* (c) 2013-2019, James Simpson of GoldFire Studios
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self.ctx.listener.forwardX.setTargetAtTime(x, Howler.ctx.currentTime, 0.1);
self.ctx.listener.forwardY.setTargetAtTime(y, Howler.ctx.currentTime, 0.1);
self.ctx.listener.forwardZ.setTargetAtTime(z, Howler.ctx.currentTime, 0.1);
self.ctx.listener.upX.setTargetAtTime(x, Howler.ctx.currentTime, 0.1);
self.ctx.listener.upY.setTargetAtTime(y, Howler.ctx.currentTime, 0.1);
self.ctx.listener.upZ.setTargetAtTime(z, Howler.ctx.currentTime, 0.1);
self.ctx.listener.upX.setTargetAtTime(xUp, Howler.ctx.currentTime, 0.1);
self.ctx.listener.upY.setTargetAtTime(yUp, Howler.ctx.currentTime, 0.1);
self.ctx.listener.upZ.setTargetAtTime(zUp, Howler.ctx.currentTime, 0.1);
} else {
self.ctx.listener.setOrientation(x, y, z, xUp, yUp, zUp);
}
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6 changes: 3 additions & 3 deletions dist/howler.min.js

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4 changes: 2 additions & 2 deletions dist/howler.spatial.min.js

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2 changes: 1 addition & 1 deletion package.json
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{
"name": "howler",
"version": "2.1.2",
"version": "2.1.3",
"description": "Javascript audio library for the modern web.",
"homepage": "https://howlerjs.com",
"keywords": [
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2 changes: 1 addition & 1 deletion src/howler.core.js
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/*!
* howler.js v2.1.2
* howler.js v2.1.3
* howlerjs.com
*
* (c) 2013-2019, James Simpson of GoldFire Studios
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2 changes: 1 addition & 1 deletion src/plugins/howler.spatial.js
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/*!
* Spatial Plugin - Adds support for stereo and 3D audio where Web Audio is supported.
*
* howler.js v2.1.2
* howler.js v2.1.3
* howlerjs.com
*
* (c) 2013-2019, James Simpson of GoldFire Studios
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