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v2.0.15
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goldfire committed Aug 25, 2018
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5 changes: 5 additions & 0 deletions CHANGELOG.md
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## 2.0.15 (August 24, 2018)
- `FIXED` Errors with touch events and blocked click events in Chrome ([#1003](https://github.com/goldfire/howler.js/issues/1003) [#1011](https://github.com/goldfire/howler.js/issues/1011) [#1025](https://github.com/goldfire/howler.js/issues/1025) [#1026](https://github.com/goldfire/howler.js/issues/1026)).
- `FIXED` Audio decoding error wasn't always handled correctly ([#1019](https://github.com/goldfire/howler.js/pull/1019)).
- `FIXED` Potential error during playback in Internet Explorer 11 ([#1016](https://github.com/goldfire/howler.js/pull/1016)).

## 2.0.14 (July 12, 2018)
- `CHANGED` Auto unlocking of audio now runs on Chrome to fix issue with HTML5 Audio needing user interaction.
- `CHANGED` Added a new `unlock` event that is fired when the auto unlock happens.
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4 changes: 2 additions & 2 deletions dist/howler.core.min.js

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20 changes: 9 additions & 11 deletions dist/howler.js
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/*!
* howler.js v2.0.14
* howler.js v2.0.15
* howlerjs.com
*
* (c) 2013-2018, James Simpson of GoldFire Studios
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// then check if the audio actually played to determine if
// audio has now been unlocked on iOS, Android, etc.
var unlock = function(e) {
e.preventDefault();

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@mbarinov

mbarinov Sep 13, 2018

👍


// Fix Android can not play in suspend state.
Howler._autoResume();

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var play = node.play();

// Support older browsers that don't support promises, and thus don't have this issue.
if (typeof Promise !== 'undefined' && (play instanceof Promise || typeof play.then === 'function')) {
if (play && typeof Promise !== 'undefined' && (play instanceof Promise || typeof play.then === 'function')) {
// Implements a lock to prevent DOMException: The play() request was interrupted by a call to pause().
self._playLock = true;

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* @param {Howl} self
*/
var decodeAudioData = function(arraybuffer, self) {
// Fire a load error if something broke.
var error = function() {
self._emit('loaderror', null, 'Decoding audio data failed.');
};

// Load the sound on success.
var success = function(buffer) {
if (buffer && self._sounds.length > 0) {
cache[self._src] = buffer;
loadSound(self, buffer);
} else {
onError();
error();
}
};

// Fire a load error if something broke.
var error = function() {
self._emit('loaderror', null, 'Decoding audio data failed.');
};

// Decode the buffer into an audio source.
if (typeof Promise !== 'undefined' && Howler.ctx.decodeAudioData.length === 1) {
Howler.ctx.decodeAudioData(arraybuffer).then(success).catch(error);
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/*!
* Spatial Plugin - Adds support for stereo and 3D audio where Web Audio is supported.
*
* howler.js v2.0.14
* howler.js v2.0.15
* howlerjs.com
*
* (c) 2013-2018, James Simpson of GoldFire Studios
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4 changes: 2 additions & 2 deletions dist/howler.min.js

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2 changes: 1 addition & 1 deletion dist/howler.spatial.min.js

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2 changes: 1 addition & 1 deletion package.json
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{
"name": "howler",
"version": "2.0.14",
"version": "2.0.15",
"description": "Javascript audio library for the modern web.",
"homepage": "https://howlerjs.com",
"keywords": [
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2 changes: 1 addition & 1 deletion src/howler.core.js
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/*!
* howler.js v2.0.14
* howler.js v2.0.15
* howlerjs.com
*
* (c) 2013-2018, James Simpson of GoldFire Studios
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2 changes: 1 addition & 1 deletion src/plugins/howler.spatial.js
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/*!
* Spatial Plugin - Adds support for stereo and 3D audio where Web Audio is supported.
*
* howler.js v2.0.14
* howler.js v2.0.15
* howlerjs.com
*
* (c) 2013-2018, James Simpson of GoldFire Studios
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