Fixes bug where the WindowsPhone template will not work in Visual Studio 2013.
Moved most platform specific code into their own functions.
Copying SoundEffect.cs to API-specific files.
Removed some of the internal constructors located in SoundEffect.
OpenAL SoundEffect implementation for WINGL, Linux, MONOMAC, iOS, and DIRECTX.
Copied SoundEffectInstance.cs to API-specific files.
Pulled out some more Platform* methods from properties.
Removed Platform code from SoundEffectInstance base.
XAudio SoundEffectInstance implementation.
Removed or reversed DIRECTX defines.
MONOMAC, LINUX and WINGL SoundEffectInstance implementation.
Moved Sound.cs implementation into SoundEffectInstance and SoundEffect.
SoundEffect and SoundEffectInstance implementation for Android
Updated OSX and IOS projects and implementations.
Replaced old license information.
Straightened up defines.
Added some early returns for clarity
PSM SoundEffectInstance and SoundEffect implementations.
Moved WAV header construction into a utility method.
Added PlatformCreateInstance for SoundEffect.CreateInstance().
Added some comments for clarity.
Added comment pointing out the problem in the return value of SoundEffect.Play().
Deleted old reimplementations of Sound, SoundEffectInstance, and SoundEffect classes.
TextureCubeReader ignore existingInstance

TextureCubeReader ignore existingInstance. As a result of this on WP8
when the app is deactivated/activated the ReloadAsset fails to reload
the Cube.

I applied the same fix to Texture3DReader although I didn't test it. The
fix is quite simple and should work.

I tried to make the code resemble as much the style of the
Texture3DReader.Read(...)
MergeFixing build by updating Linux .csproj.
Made AudioUtil class internal rather than public.
Fixing Ouya build.
Merge branch 'develop' into AudioSplit