partial completion of crossfading of chainsaw sounds. THIS COMMIT IS BUGGY
´Revert "partial completion of crossfading of chainsaw sounds. THIS COMMIT IS BUGGY" too far gone to fix, taking another try at looping sounds with crossfades

This reverts commit 0cff31b6b4a2abb3f7a4fe6576787ce843c7d4c8.
added looped fade functionality to the idle sound. provides framework for doing it to the run sound, with the eventual goal of making it generic
final debug of idle looping, moving on to run looping
added looped fading for run sound. bug remains where if you click mousedown again during a rev up, or rev down, the game breaks
Merge branch 'master' into chainsawSounds bringing in JSON encode fix
added newly recorded sounds into chainsaw, moved old mp3s into old_sounds
partial fix for revUpDown problem. there is a time gap between when mRevDownSound finishes, and when the idle sound starts playing again
added new runLoop sound, too short. Added logic to deal with strange cases in triggering; made sounds more robust. No longer throws errors related to rev problem
made current sound structure robust. Moving on to loadSounds
working loadSound functionality. Needs replacement loadUp sound to better transition into runSound
working commit of all load functionality. basic debugging done. shutDownSound also implemented
working commit of all load functionality. basic debugging done. shutDownSound also implemented
Merge branch 'master' into chainsawSounds this brings in Craigs DG changes
commented, renamed functions in SoundHandler and AdvancedSound. added constant to locally control fade times in SoundHandler
added countdown swc, added logic to disable mouse during countdown, made it so game properly resets when you click start again
fixed indentation for CountDownMVC, added comment to ChainSaw.mxml
Merge branch 'chainsawSounds' bringing in new chainsaw recordings, classes, etc