Add onplay event
Make sure the soundId is actually unique
When using HTML5 Audio, make sure the audio node being pulled from the pool is ready to play, and defer playback until it can be played if it isn't.
Make sure the 'onend' timer gets cleared
Add support for playing audio from base64 encoded strings (add the base64 string to the array of urls just like you would a source url)
Update minified version and bump to v1.0.8
added spec-implementation detection to howler, as createGainNode is deprecated.
fixed more cases where webkit diverges from the current spec.
Added global method for checking for use of Web Audio API
Documented how to check for use of Web Audio API.
A bit of code cleanup, new minified file, and bump to 1.0.9
Fix issue that caused simultaneous playback of audio sprites to break while using HTML5 Audio
Merge remote-tracking branch 'upstream/master'
Fixes issue #15 now audio keeps playing for non-sprite HTML5 audio
Revert "Added global method for checking for use of Web Audio API"

This reverts commit 9d815ca33f454947bac1dd5baab0fc5067c33df2.
Revert "Documented how to check for use of Web Audio API."

This reverts commit b4b9d1ad38a4c2867514126cc1b2e0fe2ef66029.
Revert "Fixes issue #15 now audio keeps playing for non-sprite HTML5 audio"

This reverts commit c43060a7452237c6ae9626b70362cc9146b6dedc.
Fixes problem where non-sprite HTML5 audio clips become unplayable

Fixes github issues #15 and #16
Add usingWebAudio to the global Howler object
Merge pull request #17 from PaulMorris/non-sprite-files-stop-being-playable

Fixes problem where non-sprite files stop being playable