Sound duration should be divided by 1000 on the Flash platform to get seconds.

Signed-off-by: Kipp Ashford <kipp@seven2.net>
Merge pull request #83 from volkipp/dev

FlashSound get_duration reporting insanely long duration.
Flash Playback.position fix.
hxinst is borked, install Haxe with a PPA.

http://code.google.com/p/haxe/issues/detail?id=1583

We probably want this anyways because there's no way to specify the
non-latest Haxe version to hxinst, and Flambe won't support Haxe 3 right
at launch.
Travis runs an interactive shell apparently.
Third time's the charm.
Argh, no sudo.
Explicitly link against dependency versions known to work.
Properly remove a component from a previous owner when adding.

Fixes #81.
Make MoviePlayer.movie an observable Value.
Circumvent over-zealous popup blockers.
Switch to the even more permissive MIT license.

Mentioning somewhere that your game was built with Flambe is
appreciated, but not required.
Load all assets over XHR (where supported) to get progress events.
Use an EventGroup to ensure all listeners get cleaned out after loading.
Handle HTML5 audio progress events.
Retry stalled asset downloads in HTML.

Which seems to happen occassionally on mobile browsers. This
periodically checks if the last progress event is more than 5 seconds
old, and if so, aborts and retries up to a total of 4 attempts.

Closes #14.
Firefox fixes.
Ugh, iOS 6 doesn't seem to actually support the blob responseType.

So, no progress events and timeouts on image downloads there sadly. I
could base64 encode the response string and shove it in a data URL, but
that's gross.
Fix for multi-touch event detection.

Huh, this used to work...
Aha, iOS 6 supports blobs, but not the blob XHR responseType.

Progress events and retries for images work there now.