// A cross-browser javascript shim for html5 audio
(function(audiojs, audiojsInstance, container) {
    // Use the path to the audio.js file to create relative paths to the swf and player graphics
    // Remember that some systems (e.g. ruby on rails) append strings like '?1301478336' to asset paths
    var path = (function() {
        var re = new RegExp('audio(\.min)?\.js.*'),
        scripts = document.getElementsByTagName('script');
        for (var i = 0, ii = scripts.length; i < ii; i++) {
            var path = scripts[i].getAttribute('src');
            if (re.test(path)) return path.replace(re, '');
        }
    })();

    // ##The audiojs interface
    // This is the global object which provides an interface for creating new `audiojs` instances.
    // It also stores all of the construction helper methods and variables.
    container[audiojs] = {
        instanceCount: 0,
        instances: {},
        // The markup for the swf. It is injected into the page if there is not support for the `<audio>` element. The `$n`s are placeholders.  
        // `$1` The name of the flash movie  
        // `$2` The path to the swf  
        // `$3` Cache invalidation  
        flashSource: '\
      <object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" id="$1" width="1" height="1" name="$1" style="position: absolute; left: -1px;"> \
        <param name="movie" value="$2?playerInstance=' + audiojs + '.instances[\'$1\']&datetime=$3"> \
        <param name="allowscriptaccess" value="always"> \
        <embed name="$1" src="$2?playerInstance=' + audiojs + '.instances[\'$1\']&datetime=$3" width="1" height="1" allowscriptaccess="always"> \
      </object>',

        // ### The main settings object
        // Where all the default settings are stored. Each of these variables and methods can be overwritten by the user-provided `options` object.
        settings: {
            autoplay: false,
            loop: false,
            preload: true,
            imageLocation: path + 'player-graphics.gif',
            swfLocation: path + 'audiojs.swf',
            useFlash: (function() {
                var a = document.createElement('audio');
                return !(a.canPlayType && a.canPlayType('audio/mpeg;').replace(/no/, ''));
            })(),
            hasFlash: (function() {
                if (navigator.plugins && navigator.plugins.length && navigator.plugins['Shockwave Flash']) {
                    return true;
                } else if (navigator.mimeTypes && navigator.mimeTypes.length) {
                    var mimeType = navigator.mimeTypes['application/x-shockwave-flash'];
                    return mimeType && mimeType.enabledPlugin;
                } else {
                    try {
                        var ax = new ActiveXObject('ShockwaveFlash.ShockwaveFlash');
                        return true;
                    } catch (e) { }
                }
                return false;
            })(),
            // The default markup and classes for creating the player:
            createPlayer: {
                markup: '\
          <div class="play-pause"> \
            <p class="play"></p> \
            <p class="pause"></p> \
            <p class="loading"></p> \
            <p class="error"></p> \
          </div> \
          <div class="scrubber"> \
            <div class="progress"></div> \
            <div class="loaded"></div> \
          </div> \
          <div class="time"> \
            <em class="played">00:00</em>/<strong class="duration">00:00</strong> \
          </div> \
          <div class="error-message"></div>',
                playPauseClass: 'play-pause',
                scrubberClass: 'scrubber',
                progressClass: 'progress',
                loaderClass: 'loaded',
                timeClass: 'time',
                durationClass: 'duration',
                playedClass: 'played',
                errorMessageClass: 'error-message',
                playingClass: 'playing',
                loadingClass: 'loading',
                errorClass: 'error'
            },
            // The css used by the default player. This is is dynamically injected into a `<style>` tag in the top of the head.
            css: '\
        .audiojs audio { position: absolute; left: -1px; } \
        .audiojs {height: 36px; background: #404040; overflow: hidden; font-family: monospace; font-size: 12px; \
          background-image: -webkit-gradient(linear, left top, left bottom, color-stop(0, #444), color-stop(0.5, #555), color-stop(0.51, #444), color-stop(1, #444)); \
          background-image: -moz-linear-gradient(center top, #444 0%, #555 50%, #444 51%, #444 100%); \
          -webkit-box-shadow: 1px 1px 8px rgba(0, 0, 0, 0.3); -moz-box-shadow: 1px 1px 8px rgba(0, 0, 0, 0.3); \
          -o-box-shadow: 1px 1px 8px rgba(0, 0, 0, 0.3); box-shadow: 1px 1px 8px rgba(0, 0, 0, 0.3); } \
        .audiojs .play-pause { width: 25px; height: 40px; padding: 4px 6px; margin: 0px; float: left; overflow: hidden; border-right: 1px solid #000; } \
        .audiojs p { display: none; width: 25px; height: 40px; margin: 0px; cursor: pointer; } \
        .audiojs .play { display: block; } \
        .audiojs .scrubber { position: relative; float: left; width:50%; background: #5a5a5a; height: 14px; margin: 10px; border-top: 1px solid #3f3f3f; border-left: 0px; border-bottom: 0px; overflow: hidden; } \
        .audiojs .progress { position: absolute; top: 0px; left: 0px; height: 14px; width: 0px; background: #ccc; z-index: 1; \
          background-image: -webkit-gradient(linear, left top, left bottom, color-stop(0, #ccc), color-stop(0.5, #ddd), color-stop(0.51, #ccc), color-stop(1, #ccc)); \
          background-image: -moz-linear-gradient(center top, #ccc 0%, #ddd 50%, #ccc 51%, #ccc 100%); } \
        .audiojs .loaded { position: absolute; top: 0px; left: 0px; height: 14px; width: 0px; background: #000; \
          background-image: -webkit-gradient(linear, left top, left bottom, color-stop(0, #222), color-stop(0.5, #333), color-stop(0.51, #222), color-stop(1, #222)); \
          background-image: -moz-linear-gradient(center top, #222 0%, #333 50%, #222 51%, #222 100%); } \
        .audiojs .time { float: left; height: 36px; line-height: 36px; margin: 0px 0px 0px 6px; padding: 0px 6px 0px 12px; border-left: 1px solid #000; color: #ddd; text-shadow: 1px 1px 0px rgba(0, 0, 0, 0.5); width:15%; } \
        .audiojs .time em { padding: 0px 2px 0px 0px; color: #f9f9f9; font-style: normal; } \
        .audiojs .time strong { padding: 0px 0px 0px 2px; font-weight: normal; } \
        .audiojs .error-message { float: left; display: none; margin: 0px 10px; height: 36px; width:100%; overflow: hidden; line-height: 36px; white-space: nowrap; color: #fff; \
          text-overflow: ellipsis; -o-text-overflow: ellipsis; -icab-text-overflow: ellipsis; -khtml-text-overflow: ellipsis; -moz-text-overflow: ellipsis; -webkit-text-overflow: ellipsis; } \
        .audiojs .error-message a { color: #eee; text-decoration: none; padding-bottom: 1px; border-bottom: 1px solid #999; white-space: wrap; } \
        \
        .audiojs .play { background: url("$1") -2px -1px no-repeat; } \
        .audiojs .loading { background: url("$1") -2px -31px no-repeat; } \
        .audiojs .error { background: url("$1") -2px -61px no-repeat; } \
        .audiojs .pause { background: url("$1") -2px -91px no-repeat; } \
        \
        .playing .play, .playing .loading, .playing .error { display: none; } \
        .playing .pause { display: block; } \
        \
        .loading .play, .loading .pause, .loading .error { display: none; } \
        .loading .loading { display: block; } \
        \
        .error .time, .error .play, .error .pause, .error .scrubber, .error .loading { display: none; } \
        .error .error { display: block; } \
        .error .play-pause p { cursor: auto; } \
        .error .error-message { display: block; }',
            // The default event callbacks:
            trackEnded: function(e) { },
            flashError: function() {
                var player = this.settings.createPlayer,
            errorMessage = getByClass(player.errorMessageClass, this.wrapper),
            html = 'Missing <a href="http://get.adobe.com/flashplayer/">flash player</a> plugin.';
                if (this.mp3) html += ' <a href="' + this.mp3 + '">Download audio file</a>.';
                container[audiojs].helpers.removeClass(this.wrapper, player.loadingClass);
                container[audiojs].helpers.addClass(this.wrapper, player.errorClass);
                errorMessage.innerHTML = html;
            },
            loadError: function(e) {
                var player = this.settings.createPlayer,
            errorMessage = getByClass(player.errorMessageClass, this.wrapper);
                container[audiojs].helpers.removeClass(this.wrapper, player.loadingClass);
                container[audiojs].helpers.addClass(this.wrapper, player.errorClass);
                errorMessage.innerHTML = 'Error loading: "' + this.mp3 + '"';
            },
            init: function() {
                var player = this.settings.createPlayer;
                container[audiojs].helpers.addClass(this.wrapper, player.loadingClass);
            },
            loadStarted: function() {
                var player = this.settings.createPlayer,
            duration = getByClass(player.durationClass, this.wrapper),
            m = Math.floor(this.duration / 60),
            s = Math.floor(this.duration % 60);
                container[audiojs].helpers.removeClass(this.wrapper, player.loadingClass);
                duration.innerHTML = ((m < 10 ? '0' : '') + m + ':' + (s < 10 ? '0' : '') + s);
            },
            loadProgress: function(percent) {
                var player = this.settings.createPlayer,
            scrubber = getByClass(player.scrubberClass, this.wrapper),
            loaded = getByClass(player.loaderClass, this.wrapper);
                loaded.style.width = (scrubber.offsetWidth * percent) + 'px';
            },
            playPause: function() {
                if (this.playing) this.settings.play();
                else this.settings.pause();
            },
            play: function() {
                var player = this.settings.createPlayer;
                container[audiojs].helpers.addClass(this.wrapper, player.playingClass);
            },
            pause: function() {
                var player = this.settings.createPlayer;
                container[audiojs].helpers.removeClass(this.wrapper, player.playingClass);
            },
            updatePlayhead: function(percent) {
                var player = this.settings.createPlayer,
            scrubber = getByClass(player.scrubberClass, this.wrapper),
            progress = getByClass(player.progressClass, this.wrapper);
                progress.style.width = (scrubber.offsetWidth * percent) + 'px';

                var played = getByClass(player.playedClass, this.wrapper),
            p = this.duration * percent,
            m = Math.floor(p / 60),
            s = Math.floor(p % 60);
                played.innerHTML = ((m < 10 ? '0' : '') + m + ':' + (s < 10 ? '0' : '') + s);
            }
        },

        // ### Contructor functions

        // `create()`  
        // Used to create a single `audiojs` instance.  
        // If an array is passed then it calls back to `createAll()`.  
        // Otherwise, it creates a single instance and returns it.  
        create: function(element, options) {
            var options = options || {}
            if (element.length) {
                return this.createAll(options, element);
            } else {
                return this.newInstance(element, options);
            }
        },

        // `createAll()`  
        // Creates multiple `audiojs` instances.  
        // If `elements` is `null`, then automatically find any `<audio>` tags on the page and create `audiojs` instances for them.
        createAll: function(options, elements) {
            var audioElements = elements || document.getElementsByTagName('audio'),
          instances = []
            options = options || {};
            for (var i = 0, ii = audioElements.length; i < ii; i++) {
                instances.push(this.newInstance(audioElements[i], options));
            }
            return instances;
        },

        // ### Creating and returning a new instance
        // This goes through all the steps required to build out a usable `audiojs` instance.
        newInstance: function(element, options) {
            var element = element,
          s = this.helpers.clone(this.settings),
          id = 'audiojs' + this.instanceCount,
          wrapperId = 'audiojs_wrapper' + this.instanceCount,
          instanceCount = this.instanceCount++;

            // Check for `autoplay`, `loop` and `preload` attributes and write them into the settings.
            if (element.getAttribute('autoplay') != null) s.autoplay = true;
            if (element.getAttribute('loop') != null) s.loop = true;
            if (element.getAttribute('preload') == 'none') s.preload = false;
            // Merge the default settings with the user-defined `options`.
            if (options) this.helpers.merge(s, options);

            // Inject the player html if required.
            if (s.createPlayer.markup) element = this.createPlayer(element, s.createPlayer, wrapperId);
            else element.parentNode.setAttribute('id', wrapperId);

            // Return a new `audiojs` instance.
            var audio = new container[audiojsInstance](element, s);

            // If css has been passed in, dynamically inject it into the `<head>`.
            if (s.css) this.helpers.injectCss(audio, s.css);

            // If `<audio>` or mp3 playback isn't supported, insert the swf & attach the required events for it.
            if (s.useFlash && s.hasFlash) {
                this.injectFlash(audio, id);
                this.attachFlashEvents(audio.wrapper, audio);
            } else if (s.useFlash && !s.hasFlash) {
                this.settings.flashError.apply(audio);
            }

            // Attach event callbacks to the new audiojs instance.
            if (!s.useFlash || (s.useFlash && s.hasFlash)) this.attachEvents(audio.wrapper, audio);

            // Store the newly-created `audiojs` instance.
            this.instances[id] = audio;
            return audio;
        },

        // ### Helper methods for constructing a working player
        // Inject a wrapping div and the markup for the html player.
        createPlayer: function(element, player, id) {
            try {
                var wrapper = document.createElement('div'),
                newElement = element.cloneNode(true);
                wrapper.setAttribute('class', 'audiojs');
                wrapper.setAttribute('className', 'audiojs');
                wrapper.setAttribute('id', id);

                // Fix IE's broken implementation of `innerHTML` & `cloneNode` for HTML5 elements.
                if (newElement.outerHTML && ~newElement.outerHTML.indexOf('<:audio')) {
                    newElement = this.helpers.cloneHtml5Node(element);
                    wrapper.innerHTML = player.markup;
                    wrapper.appendChild(newElement);
                    element.outerHTML = wrapper.outerHTML;
                    wrapper = document.getElementById(id);
                } else {
                    wrapper.appendChild(newElement);
                    wrapper.innerHTML = wrapper.innerHTML + player.markup;
                    element.parentNode.replaceChild(wrapper, element);
                }
                return wrapper.getElementsByTagName('audio')[0];
            }
            catch(Err) {
                //return null;
            }
        },

        // Attaches useful event callbacks to an `audiojs` instance.
        attachEvents: function(wrapper, audio) {
            if (!audio.settings.createPlayer) return;
            var player = audio.settings.createPlayer,
          playPause = getByClass(player.playPauseClass, wrapper),
          scrubber = getByClass(player.scrubberClass, wrapper),
          leftPos = function(elem) {
              var curleft = 0;
              if (elem.offsetParent) {
                  do { curleft += elem.offsetLeft; } while (elem = elem.offsetParent);
              }
              return curleft;
          };

            container[audiojs].events.addListener(playPause, 'click', function(e) {
                audio.playPause.apply(audio);
            });

            container[audiojs].events.addListener(scrubber, 'click', function(e) {
                var relativeLeft = e.clientX - leftPos(this);
                audio.skipTo(relativeLeft / scrubber.offsetWidth);
            });

            // _If flash is being used, then the following handlers don't need to be registered._
            if (audio.settings.useFlash) return;

            // Start tracking the load progress of the track.
            container[audiojs].events.trackLoadProgress(audio);

            container[audiojs].events.addListener(audio.element, 'timeupdate', function(e) {
                audio.updatePlayhead.apply(audio);
            });

            container[audiojs].events.addListener(audio.element, 'ended', function(e) {
                audio.trackEnded.apply(audio);
            });

            container[audiojs].events.addListener(audio.source, 'error', function(e) {
                // on error, cancel any load timers that are running.
                clearInterval(audio.readyTimer);
                clearInterval(audio.loadTimer);
                audio.settings.loadError.apply(audio);
            });

        },

        // Flash requires a slightly different API to the `<audio>` element, so this method is used to overwrite the standard event handlers.
        attachFlashEvents: function(element, audio) {
            audio['swfReady'] = false;
            audio['load'] = function(mp3) {
                // If the swf isn't ready yet then just set `audio.mp3`. `init()` will load it in once the swf is ready.
                audio.mp3 = mp3;
                if (audio.swfReady) audio.element.load(mp3);
            }
            audio['loadProgress'] = function(percent, duration) {
                audio.loadedPercent = percent;
                audio.duration = duration;
                audio.settings.loadStarted.apply(audio);
                audio.settings.loadProgress.apply(audio, [percent]);
            }
            audio['skipTo'] = function(percent) {
                if (percent > audio.loadedPercent) return;
                audio.updatePlayhead.call(audio, [percent])
                audio.element.skipTo(percent);
            }
            audio['updatePlayhead'] = function(percent) {
                audio.settings.updatePlayhead.apply(audio, [percent]);
            }
            audio['play'] = function() {
                // If the audio hasn't started preloading, then start it now.  
                // Then set `preload` to `true`, so that any tracks loaded in subsequently are loaded straight away.
                if (!audio.settings.preload) {
                    audio.settings.preload = true;
                    audio.element.init(audio.mp3);
                }
                audio.playing = true;
                // IE doesn't allow a method named `play()` to be exposed through `ExternalInterface`, so lets go with `pplay()`.  
                // <http://dev.nuclearrooster.com/2008/07/27/externalinterfaceaddcallback-can-cause-ie-js-errors-with-certain-keyworkds/>
                audio.element.pplay();
                audio.settings.play.apply(audio);
            }
            audio['pause'] = function() {
                audio.playing = false;
                // Use `ppause()` for consistency with `pplay()`, even though it isn't really required.
                audio.element.ppause();
                audio.settings.pause.apply(audio);
            }
            audio['setVolume'] = function(v) {
                audio.element.setVolume(v);
            }
            audio['loadStarted'] = function() {
                // Load the mp3 specified by the audio element into the swf.
                audio.swfReady = true;
                if (audio.settings.preload) audio.element.init(audio.mp3);
                if (audio.settings.autoplay) audio.play.apply(audio);
            }
        },

        // ### Injecting an swf from a string
        // Build up the swf source by replacing the `$keys` and then inject the markup into the page.
        injectFlash: function(audio, id) {
            var flashSource = this.flashSource.replace(/\$1/g, id);
            flashSource = flashSource.replace(/\$2/g, audio.settings.swfLocation);
            // `(+new Date)` ensures the swf is not pulled out of cache. The fixes an issue with Firefox running multiple players on the same page.
            flashSource = flashSource.replace(/\$3/g, (+new Date + Math.random()));
            // Inject the player markup using a more verbose `innerHTML` insertion technique that works with IE.
            var html = audio.wrapper.innerHTML,
          div = document.createElement('div');
            div.innerHTML = flashSource + html;
            audio.wrapper.innerHTML = div.innerHTML;
            audio.element = this.helpers.getSwf(id);
        },

        // ## Helper functions
        helpers: {
            // **Merge two objects, with `obj2` overwriting `obj1`**  
            // The merge is shallow, but that's all that is required for our purposes.
            merge: function(obj1, obj2) {
                for (attr in obj2) {
                    if (obj1.hasOwnProperty(attr) || obj2.hasOwnProperty(attr)) {
                        obj1[attr] = obj2[attr];
                    }
                }
            },
            // **Clone a javascript object (recursively)**
            clone: function(obj) {
                if (obj == null || typeof (obj) !== 'object') return obj;
                var temp = new obj.constructor();
                for (var key in obj) temp[key] = arguments.callee(obj[key]);
                return temp;
            },
            // **Adding/removing classnames from elements**
            addClass: function(element, className) {
                var re = new RegExp('(\\s|^)' + className + '(\\s|$)');
                if (re.test(element.className)) return;
                element.className += ' ' + className;
            },
            removeClass: function(element, className) {
                var re = new RegExp('(\\s|^)' + className + '(\\s|$)');
                element.className = element.className.replace(re, ' ');
            },
            // **Dynamic CSS injection**  
            // Takes a string of css, inserts it into a `<style>`, then injects it in at the very top of the `<head>`. This ensures any user-defined styles will take precedence.
            injectCss: function(audio, string) {

                // If an `audiojs` `<style>` tag already exists, then append to it rather than creating a whole new `<style>`.
                var prepend = '',
            styles = document.getElementsByTagName('style'),
            css = string.replace(/\$1/g, audio.settings.imageLocation);

                for (var i = 0, ii = styles.length; i < ii; i++) {
                    var title = styles[i].getAttribute('title');
                    if (title && ~title.indexOf('audiojs')) {
                        style = styles[i];
                        if (style.innerHTML === css) return;
                        prepend = style.innerHTML;
                        break;
                    }
                };

                var head = document.getElementsByTagName('head')[0],
            firstchild = head.firstChild,
            style = document.createElement('style');

                if (!head) return;

                style.setAttribute('type', 'text/css');
                style.setAttribute('title', 'audiojs');

                if (style.styleSheet) style.styleSheet.cssText = prepend + css;
                else style.appendChild(document.createTextNode(prepend + css));

                if (firstchild) head.insertBefore(style, firstchild);
                else head.appendChild(styleElement);
            },
            // **Handle all the IE6+7 requirements for cloning `<audio>` nodes**  
            // Create a html5-safe document fragment by injecting an `<audio>` element into the document fragment.
            cloneHtml5Node: function(audioTag) {
                var fragment = document.createDocumentFragment();
                fragment.createElement('audio');
                var div = fragment.createElement('div');
                fragment.appendChild(div);
                div.innerHTML = audioTag.outerHTML;
                return div.firstChild;
            },
            // **Cross-browser `<object>` / `<embed>` element selection**
            getSwf: function(name) {
                var swf = document[name] || window[name];
                return swf.length > 1 ? swf[swf.length - 1] : swf;
            }
        },
        // ## Event-handling
        events: {
            memoryLeaking: false,
            listeners: [],
            // **A simple cross-browser event handler abstraction**
            addListener: function(element, eventName, func) {
                // For modern browsers use the standard DOM-compliant `addEventListener`.
                if (element.addEventListener) {
                    element.addEventListener(eventName, func, false);
                    // For older versions of Internet Explorer, use `attachEvent`.  
                    // Also provide a fix for scoping `this` to the calling element and register each listener so the containing elements can be purged on page unload.
                } else if (element.attachEvent) {
                    this.listeners.push(element);
                    if (!this.memoryLeaking) {
                        window.attachEvent('onunload', function() {
                            if (this.listeners != null) {
                                for (var i = 0, ii = this.listeners.length; i < ii; i++) {
                                    container[audiojs].events.purge(this.listeners[i]);
                                }
                            }
                        });
                        this.memoryLeaking = true;
                    }
                    element.attachEvent('on' + eventName, function() {
                        func.call(element, window.event);
                    });
                }
            },

            trackLoadProgress: function(audio) {
                // If `preload` has been set to `none`, then we don't want to start loading the track yet.
                if (!audio.settings.preload) return;

                var readyTimer,
            loadTimer,
            audio = audio,
            ios = (/(ipod|iphone|ipad)/i).test(navigator.userAgent);

                // Use timers here rather than the official `progress` event, as Chrome has issues calling `progress` when loading mp3 files from cache.
                readyTimer = setInterval(function() {
                    if (audio.element.readyState > -1) {
                        // iOS doesn't start preloading the mp3 until the user interacts manually, so this stops the loader being displayed prematurely.
                        if (!ios) audio.init.apply(audio);
                    }
                    if (audio.element.readyState > 1) {
                        if (audio.settings.autoplay) audio.play.apply(audio);
                        clearInterval(readyTimer);
                        // Once we have data, start tracking the load progress.
                        loadTimer = setInterval(function() {
                            audio.loadProgress.apply(audio);
                            if (audio.loadedPercent >= 1) clearInterval(loadTimer);
                        });
                    }
                }, 10);
                audio.readyTimer = readyTimer;
                audio.loadTimer = loadTimer;
            },

            // **Douglas Crockford's IE6 memory leak fix**  
            // <http://javascript.crockford.com/memory/leak.html>  
            // This is used to release the memory leak created by the circular references created when fixing `this` scoping for IE. It is called on page unload.
            purge: function(d) {
                var a = d.attributes, i;
                if (a) {
                    for (i = 0; i < a.length; i += 1) {
                        if (typeof d[a[i].name] === 'function') d[a[i].name] = null;
                    }
                }
                a = d.childNodes;
                if (a) {
                    for (i = 0; i < a.length; i += 1) purge(d.childNodes[i]);
                }
            },

            // **DOMready function**  
            // As seen here: <https://github.com/dperini/ContentLoaded/>.
            ready: (function() {
                return function(fn) {
                    var win = window, done = false, top = true,
        doc = win.document, root = doc.documentElement,
        add = doc.addEventListener ? 'addEventListener' : 'attachEvent',
        rem = doc.addEventListener ? 'removeEventListener' : 'detachEvent',
        pre = doc.addEventListener ? '' : 'on',
        init = function(e) {
            if (e.type == 'readystatechange' && doc.readyState != 'complete') return;
            (e.type == 'load' ? win : doc)[rem](pre + e.type, init, false);
            if (!done && (done = true)) fn.call(win, e.type || e);
        },
        poll = function() {
            try { root.doScroll('left'); } catch (e) { setTimeout(poll, 50); return; }
            init('poll');
        };
                    if (doc.readyState == 'complete') fn.call(win, 'lazy');
                    else {
                        if (doc.createEventObject && root.doScroll) {
                            try { top = !win.frameElement; } catch (e) { }
                            if (top) poll();
                        }
                        doc[add](pre + 'DOMContentLoaded', init, false);
                        doc[add](pre + 'readystatechange', init, false);
                        win[add](pre + 'load', init, false);
                    }
                }
            })()

        }
    }

    // ## The audiojs class
    // We create one of these per `<audio>` and then push them into `audiojs['instances']`.
    container[audiojsInstance] = function(element, settings) {
        // Each audio instance returns an object which contains an API back into the `<audio>` element.
        this.element = element;
        this.wrapper = element.parentNode;
        this.source = element.getElementsByTagName('source')[0] || element;
        // First check the `<audio>` element directly for a src and if one is not found, look for a `<source>` element.
        this.mp3 = (function(element) {
            var source = element.getElementsByTagName('source')[0];
            return element.getAttribute('src') || (source ? source.getAttribute('src') : null);
        })(element);
        this.settings = settings;
        this.loadStartedCalled = false;
        this.loadedPercent = 0;
        this.duration = 1;
        this.playing = false;
    }

    container[audiojsInstance].prototype = {
        // API access events:
        // Each of these do what they need do and then call the matching methods defined in the settings object.
        updatePlayhead: function() {
            var percent = this.element.currentTime / this.duration;
            this.settings.updatePlayhead.apply(this, [percent]);
        },
        skipTo: function(percent) {
            if (percent > this.loadedPercent) return;
            this.element.currentTime = this.duration * percent;
            this.updatePlayhead();
        },
        load: function(mp3) {
            this.loadStartedCalled = false;
            this.source.setAttribute('src', mp3);
            // The now outdated `load()` method is required for Safari 4
            this.element.load();
            this.mp3 = mp3;
            container[audiojs].events.trackLoadProgress(this);
        },
        loadError: function() {
            this.settings.loadError.apply(this);
        },
        init: function() {
            this.settings.init.apply(this);
        },
        loadStarted: function() {
            // Wait until `element.duration` exists before setting up the audio player.
            if (!this.element.duration) return false;

            this.duration = this.element.duration;
            this.updatePlayhead();
            this.settings.loadStarted.apply(this);
        },
        loadProgress: function() {
            if (this.element.buffered != null && this.element.buffered.length) {
                // Ensure `loadStarted()` is only called once.
                if (!this.loadStartedCalled) {
                    this.loadStartedCalled = this.loadStarted();
                }
                var durationLoaded = this.element.buffered.end(this.element.buffered.length - 1);
                this.loadedPercent = durationLoaded / this.duration;

                this.settings.loadProgress.apply(this, [this.loadedPercent]);
            }
        },
        playPause: function() {
            if (this.playing) this.pause();
            else this.play();
        },
        play: function() {
            var ios = (/(ipod|iphone|ipad)/i).test(navigator.userAgent);
            // On iOS this interaction will trigger loading the mp3, so run `init()`.
            if (ios && this.element.readyState == 0) this.init.apply(this);
            // If the audio hasn't started preloading, then start it now.  
            // Then set `preload` to `true`, so that any tracks loaded in subsequently are loaded straight away.
            if (!this.settings.preload) {
                this.settings.preload = true;
                this.element.setAttribute('preload', 'auto');
                container[audiojs].events.trackLoadProgress(this);
            }
            this.playing = true;
            this.element.play();
            this.settings.play.apply(this);
        },
        pause: function() {
            this.playing = false;
            this.element.pause();
            this.settings.pause.apply(this);
        },
        setVolume: function(v) {
            this.element.volume = v;
        },
        trackEnded: function(e) {
            this.skipTo.apply(this, [0]);
            if (!this.settings.loop) this.pause.apply(this);
            this.settings.trackEnded.apply(this);
        }
    }

    // **getElementsByClassName**  
    // Having to rely on `getElementsByTagName` is pretty inflexible internally, so a modified version of Dustin Diaz's `getElementsByClassName` has been included.
    // This version cleans things up and prefers the native DOM method if it's available.
    var getByClass = function(searchClass, node, tag) {
        var matches = [];
        if (document.getElementsByClassName) {
            matches = node.getElementsByClassName(searchClass);
        } else {
            var node = node || document,
          tag = tag || '*',
          els = node.getElementsByTagName(tag),
          pattern = new RegExp("(^|\\s)" + searchClass + "(\\s|$)");

            for (i = 0, j = 0, l = els.length; i < l; i++) {
                if (pattern.test(els[i].className)) {
                    matches[j] = els[i];
                    j++;
                }
            }
        }
        return matches.length > 1 ? matches : matches[0];
    }
    // The global variable names are passed in here and can be changed if they conflict with anything else.
})('audiojs', 'audiojsInstance', this);
