dist/howler.js
function(sound) {
      var self = this;

      // Setup the buffer source for playback.
      sound._node.bufferSource = Howler.ctx.createBufferSource();
      sound._node.bufferSource.buffer = cache[self._src];

      // Connect to the correct node.
      if (sound._panner) {
        sound._node.bufferSource.connect(sound._panner);
      } else {
        sound._node.bufferSource.connect(sound._node);
      }

      // Setup looping and playback rate.
      sound._node.bufferSource.loop = sound._loop;
      if (sound._loop) {
        sound._node.bufferSource.loopStart = sound._start || 0;
        sound._node.bufferSource.loopEnd = sound._stop || 0;
      }
      sound._node.bufferSource.playbackRate.setValueAtTime(sound._rate, Howler.ctx.currentTime);

      return self;
    }
function(sound) {
      var self = this;

      // Setup the buffer source for playback.
      sound._node.bufferSource = Howler.ctx.createBufferSource();
      sound._node.bufferSource.buffer = cache[self._src];

      // Connect to the correct node.
      if (sound._panner) {
        sound._node.bufferSource.connect(sound._panner);
      } else {
        sound._node.bufferSource.connect(sound._node);
      }

      // Setup looping and playback rate.
      sound._node.bufferSource.loop = sound._loop;
      if (sound._loop) {
        sound._node.bufferSource.loopStart = sound._start || 0;
        sound._node.bufferSource.loopEnd = sound._stop || 0;
      }
      sound._node.bufferSource.playbackRate.setValueAtTime(sound._rate, Howler.ctx.currentTime);

      return self;
    }
function ( sound ) { var self = this ; // Setup the buffer source for playback. sound . _node . bufferSource = Howler . ctx . createBufferSource ( ) ; sound . _node . bufferSource . buffer = cache [ self . _src ] ; // Connect to the correct node. if ( sound . _panner ) { sound . _node . bufferSource . connect ( sound . _panner ) ; } else { sound . _node . bufferSource . connect ( sound . _node ) ; } // Setup looping and playback rate. sound . _node . bufferSource . loop = sound . _loop ; if ( sound . _loop ) { sound . _node . bufferSource . loopStart = sound . _start || 0 ; sound . _node . bufferSource . loopEnd = sound . _stop || 0 ; } sound . _node . bufferSource . playbackRate . setValueAtTime ( sound . _rate , Howler . ctx . currentTime ) ; return self ; }
Load the sound back into the buffer source.
@param  {Sound} sound The sound object to work with.
@return {Howl}
Load the sound back into the buffer source .