Added [Toolkit.Audio] and desktop example.
[Toolkit.Audio]  Added SoundEffect.FromFile and example.
[Toolkit.Audio]  Started implenting WaveBank
[Toolkit.Audio] Ported WaveBankReader form DirectX toolkit.
[Toolkit.Audio]  Fix .Net2.0 Compat issues
[Toolkit.Audio]  Minor Refactoring
[Toolkit.Audio]  Fix Win8 Build problems
[Toolkit.Audio] Added SoundEffectInstance.IsLooped.

Tried to improve SoundEffect.Duration based on DirectXTk.

Started Code tidy-up and adding Document Comments.
[Toolkit.Audio] Changed SoundEffectInstance.IsLooped implementation.

Added SoundEffectInstance.Apply3D and SoundEffectInstance.Apply2D

Suped-up demo to make testing easier
[Toolkit.Audio]  Get it to complie under WP8
Added HasSignature Property on EffectPassDescription
Added LastErrorString property on function linking graph
[Toolkit.Audio]  Changed pooling so it now pools source voices per wave type when possible, falls back to pooling per SoundEffect if unable to.  As yet does not restrict maximum number of allocated voices.
[Toolkit.Audio]  Major refactor for new pooling.

Tried to fix audio disposal so it does not crash, seems ok now.  Because GameSystems get disposed before assets, changes were required so the AudioManager disposes of assets before it shutsdown the rest of the XAudio graph.
[Toolkit.Audio]  Minor Changes to pooling and disposal.

Added master limiter effect to AudioManager
[Toolkit.Audio] Started adding Reverb
[Toolkit.Audio]  Added required constants to complete port of function "ReverbConvertI3DL2ToNative".

Minor changes to Audio manager so Enabling Reverb does not crash initialisation.  Enabling Reverb still causes Apply3D to crash.
[Toolkit.Audio] Fixed Reverb Crash.  Still doesn't work, X3DAudio always calculates reverb level of zero.

Added low pass filter, causes crash if enabled.
Merged conflict.
[Toolkit.Samples] Added audio sample back to solution (removed accidentally after merge).
[Toolkit.Samples] Fixed mouse controls in Audio sample.