dist/howler.js
function(self, buffer) {
    // Set the duration.
    if (buffer && !self._duration) {
      self._duration = buffer.duration;
    }

    // Setup a sprite if none is defined.
    if (Object.keys(self._sprite).length === 0) {
      self._sprite = {__default: [0, self._duration * 1000]};
    }

    // Fire the loaded event.
    if (self._state !== 'loaded') {
      self._state = 'loaded';
      self._emit('load');
      self._loadQueue();
    }
  }
function(self, buffer) {
    // Set the duration.
    if (buffer && !self._duration) {
      self._duration = buffer.duration;
    }

    // Setup a sprite if none is defined.
    if (Object.keys(self._sprite).length === 0) {
      self._sprite = {__default: [0, self._duration * 1000]};
    }

    // Fire the loaded event.
    if (self._state !== 'loaded') {
      self._state = 'loaded';
      self._emit('load');
      self._loadQueue();
    }
  }
function ( self , buffer ) { // Set the duration. if ( buffer && ! self . _duration ) { self . _duration = buffer . duration ; } // Setup a sprite if none is defined. if ( Object . keys ( self . _sprite ) . length === 0 ) { self . _sprite = { __default : [ 0 , self . _duration * 1000 ] } ; } // Fire the loaded event. if ( self . _state !== 'loaded' ) { self . _state = 'loaded' ; self . _emit ( 'load' ) ; self . _loadQueue ( ) ; } }
Sound is now loaded, so finish setting everything up and fire the loaded event.
@param  {Howl} self
@param  {Object} buffer The decoded buffer sound source.
Sound is now loaded so finish setting everything up and fire the loaded event .