added more sids to test against. removed debug lines IE complained about, but still no joy there
first thing first, fix why chrome was running too fast. I suspect it had been running at 48000 vs 44100
initial working version of refactored audio.js, as audioplayer.js. the long reason for this is potential better handling under iOS, which requires we trigger playback directly from the click/touch event. (and currently, that context is created with an XHR callback)
fixes for firefox, and likely flash... still no love on IE mind you.
move the XHR loader into a class function of Stream
lots of cleanups... also finally fixed webkit audio to play at the correct rate