play() with position: parameter now causes preload-and-play() under HTML5 and flash. For HTML5, onload() is "canplay" event, few bytes actually loaded. Seek cannot happen until canplay has fired. For flash, auto-play is disabled when position or from (as in from/to) are present. iOS may have some bugs when trying
to immediately set currentTime on an HTML5 object when canplay fires.
DOMContentLoaded/readyState=='interactive' fix

fallback when DOMContentLoaded has happened, but document.readyState is
still 'interactive'
Merge pull request #43 from fuzz-radio/load-fix

DOMContentLoaded/readyState == 'interactive' fix (deferred SM2 init from within jQuery $() callback.)
HTML5: Listen to durationchange event, catch-all for duration update events. May help on mobile if duration is determined late. https://getsatisfaction.com/schillmania/topics/soundmanager2_playing_songs_from_a_different_start_point_on_mobile_not_working#reply_13672624
Debug output when durationchange fires, as appropriate.
CommonJS + AMD (requireJS) module.exports / define()
Check window && window.document, barf if loaded in server-side node environment vs. in a browser.
Typo fix, language clarification
Explicitly provide buffering status to onbufferchange(). Don't set buffering(0) when loading, since playback may still be paused.
Fix Flash edge case: play({ url: xxx, position: 0 }) on existing sound with assigned URL. New URL wouldn't take effect.
ImageOptim byte savings
Line-ending
Merge branch 'V2.97a.20131201+DEV' into webAudioAPI-visualization

Conflicts:
	script/soundmanager2-jsmin.js
	script/soundmanager2-nodebug-jsmin.js
	script/soundmanager2-nodebug.js
	script/soundmanager2.js
	swf/soundmanager2_flash9.swf
	swf/soundmanager2_flash9_debug.swf
	swf/soundmanager2_flash_xdomain.zip