(function(window) {

  /**
   * SoundManager 2: "Bar UI" player
   * Copyright (c) 2014, Scott Schiller. All rights reserved.
   * http://www.schillmania.com/projects/soundmanager2/
   * Code provided under BSD license.
   * http://schillmania.com/projects/soundmanager2/license.txt
   */

  /* global console, document, navigator, soundManager, window */

  'use strict';

  var Player,
      players = [],
      // CSS selector that will get us the top-level DOM node for the player UI.
      playerSelector = '.sm2-bar-ui',
      playerOptions,
      utils;

  /**
   * The following are player object event callback examples.
   * Override globally by setting window.sm2BarPlayers.on = {}, or individually by window.sm2BarPlayers[0].on = {} etc.
   * soundObject is provided for whileplaying() etc., but playback control should be done via the player object.
   */
  players.on = {
    /*
    play: function(player, soundObject) {
      console.log('playing', player);
    },
    whileplaying: function(player, soundObject) {
      console.log('whileplaying', player, soundObject);
    },
    finish: function(player, soundObject) {
      // each sound
      console.log('finish', player);
    },
    pause: function(player, soundObject) {
      console.log('pause', player);
    },
    error: function(player, soundObject) {
      console.log('error', player);
    },
    end: function(player, soundObject) {
      // end of playlist
      console.log('end', player);
    }
    */
  };

  playerOptions = {
    // useful when multiple players are in use, or other SM2 sounds are active etc.
    stopOtherSounds: true,
    // CSS class to let the browser load the URL directly e.g., <a href="foo.mp3" class="sm2-exclude">download foo.mp3</a>
    excludeClass: 'sm2-exclude'
  };

  soundManager.setup({
    // trade-off: higher UI responsiveness (play/progress bar), but may use more CPU.
    html5PollingInterval: 50,
    flashVersion: 9
  });

  soundManager.onready(function() {

    var nodes, i, j;

    nodes = utils.dom.getAll(playerSelector);

    if (nodes && nodes.length) {
      for (i = 0, j = nodes.length; i < j; i++) {
        players.push(new Player(nodes[i]));
      }
    }

  });

  /**
   * player bits
   */

  Player = function(playerNode) {

    var css, dom, extras, playlistController, soundObject, actions, actionData, defaultItem, defaultVolume, firstOpen, exports;

    css = {
      disabled: 'disabled',
      selected: 'selected',
      active: 'active',
      legacy: 'legacy',
      noVolume: 'no-volume',
      playlistOpen: 'playlist-open'
    };

    dom = {
      o: null,
      playlist: null,
      playlistTarget: null,
      playlistContainer: null,
      time: null,
      player: null,
      progress: null,
      progressTrack: null,
      progressBar: null,
      duration: null,
      volume: null
    };

    // prepended to tracks when a sound fails to load/play
    extras = {
      loadFailedCharacter: '<span title="Failed to load/play." class="load-error">✖</span>'
    };

    function stopOtherSounds() {

      if (playerOptions.stopOtherSounds) {
        soundManager.stopAll();
      }

    }

    function callback(method, oSound) {
      if (method) {
        // fire callback, passing current player and sound objects
        if (exports.on && exports.on[method]) {
          exports.on[method](exports, oSound);
        } else if (players.on[method]) {
          players.on[method](exports, oSound);
        }
      }
    }

    function getTime(msec, useString) {

      // convert milliseconds to hh:mm:ss, return as object literal or string

      var nSec = Math.floor(msec / 1000),
          hh = Math.floor(nSec / 3600),
          min = Math.floor(nSec / 60) - Math.floor(hh * 60),
          sec = Math.floor(nSec - (hh * 3600) - (min * 60));

      // if (min === 0 && sec === 0) return null; // return 0:00 as null

      return (useString ? ((hh ? hh + ':' : '') + (hh && min < 10 ? '0' + min : min) + ':' + (sec < 10 ? '0' + sec : sec)) : { min: min, sec: sec });

    }

    function setTitle(item) {

      // given a link, update the "now playing" UI.

      // if this is an <li> with an inner link, grab and use the text from that.
      var links = item.getElementsByTagName('a');

      if (links.length) {
        item = links[0];
      }

      // remove any failed character sequence, also
      dom.playlistTarget.innerHTML = '<ul class="sm2-playlist-bd"><li>' + item.innerHTML.replace(extras.loadFailedCharacter, '') + '</li></ul>';

      if (dom.playlistTarget.getElementsByTagName('li')[0].scrollWidth > dom.playlistTarget.offsetWidth) {
        // this item can use <marquee>, in fact.
        dom.playlistTarget.innerHTML = '<ul class="sm2-playlist-bd"><li><marquee>' + item.innerHTML + '</marquee></li></ul>';
      }

    }

    function makeSound(url) {

      var sound = soundManager.createSound({

        url: url,

        volume: defaultVolume,

        whileplaying: function() {

          var progressMaxLeft = 100,
              left,
              width;

          left = Math.min(progressMaxLeft, Math.max(0, (progressMaxLeft * (this.position / this.durationEstimate)))) + '%';
          width = Math.min(100, Math.max(0, (100 * (this.position / this.durationEstimate)))) + '%';

          if (this.duration) {

            dom.progress.style.left = left;
            dom.progressBar.style.width = width;

            // TODO: only write changes
            dom.time.innerHTML = getTime(this.position, true);

          }

          callback('whileplaying', this);

        },

        onbufferchange: function(isBuffering) {

          if (isBuffering) {
            utils.css.add(dom.o, 'buffering');
          } else {
            utils.css.remove(dom.o, 'buffering');
          }

        },

        onplay: function() {
          utils.css.swap(dom.o, 'paused', 'playing');
          callback('play', this);
        },

        onpause: function() {
          utils.css.swap(dom.o, 'playing', 'paused');
          callback('pause', this);
        },

        onresume: function() {
          utils.css.swap(dom.o, 'paused', 'playing');
        },

        whileloading: function() {

          if (!this.isHTML5) {
            dom.duration.innerHTML = getTime(this.durationEstimate, true);
          }

        },

        onload: function(ok) {

          if (ok) {

            dom.duration.innerHTML = getTime(this.duration, true);

          } else if (this._iO && this._iO.onerror) {

            this._iO.onerror();

          }

        },

        onerror: function() {

          // sound failed to load.
          var item, element, html;

          item = playlistController.getItem();

          if (item) {

            // note error, delay 2 seconds and advance?
            // playlistTarget.innerHTML = '<ul class="sm2-playlist-bd"><li>' + item.innerHTML + '</li></ul>';

            if (extras.loadFailedCharacter) {
              dom.playlistTarget.innerHTML = dom.playlistTarget.innerHTML.replace('<li>', '<li>' + extras.loadFailedCharacter + ' ');
              if (playlistController.data.playlist && playlistController.data.playlist[playlistController.data.selectedIndex]) {
                element = playlistController.data.playlist[playlistController.data.selectedIndex].getElementsByTagName('a')[0];
                html = element.innerHTML;
                if (html.indexOf(extras.loadFailedCharacter) === -1) {
                  element.innerHTML = extras.loadFailedCharacter + ' ' + html;
                }
              }
            }

          }

          callback('error', this);

          // load next, possibly with delay.

          if (navigator.userAgent.match(/mobile/i)) {
            // mobile will likely block the next play() call if there is a setTimeout() - so don't use one here.
            actions.next();
          } else {
            if (playlistController.data.timer) {
              window.clearTimeout(playlistController.data.timer);
            }
            playlistController.data.timer = window.setTimeout(actions.next, 2000);
          }

        },

        onstop: function() {

          utils.css.remove(dom.o, 'playing');

        },

        onfinish: function() {

          var lastIndex, item;

          utils.css.remove(dom.o, 'playing');

          dom.progress.style.left = '0%';

          lastIndex = playlistController.data.selectedIndex;

          callback('finish', this);

          // next track?
          item = playlistController.getNext();

          // don't play the same item over and over again, if at end of playlist (excluding single item case.)
          if (item && (playlistController.data.selectedIndex !== lastIndex || (playlistController.data.playlist.length === 1 && playlistController.data.loopMode))) {

            playlistController.select(item);

            setTitle(item);

            stopOtherSounds();

            // play next
            this.play({
              url: playlistController.getURL()
            });

          } else {

            // end of playlist case

            // explicitly stop?
            // this.stop();

            callback('end', this);

          }

        }

      });

      return sound;

    }

    function playLink(link) {

      // if a link is OK, play it.

      if (soundManager.canPlayURL(link.href)) {

        // if there's a timer due to failure to play one track, cancel it.
        // catches case when user may use previous/next after an error.
        if (playlistController.data.timer) {
          window.clearTimeout(playlistController.data.timer);
          playlistController.data.timer = null;
        }

        if (!soundObject) {
          soundObject = makeSound(link.href);
        }

        // required to reset pause/play state on iOS so whileplaying() works? odd.
        soundObject.stop();

        playlistController.select(link.parentNode);

        setTitle(link.parentNode);

        // reset the UI
        // TODO: function that also resets/hides timing info.
        dom.progress.style.left = '0px';
        dom.progressBar.style.width = '0px';

        stopOtherSounds();

        soundObject.play({
          url: link.href,
          position: 0
        });

      }

    }

    function PlaylistController() {

      var data;

      data = {

        // list of nodes?
        playlist: [],

        // NOTE: not implemented yet.
        // shuffledIndex: [],
        // shuffleMode: false,

        // selection
        selectedIndex: 0,

        loopMode: false,

        timer: null

      };

      function getPlaylist() {

        return data.playlist;

      }

      function getItem(offset) {

        var list,
            item;

        // given the current selection (or an offset), return the current item.

        // if currently null, may be end of list case. bail.
        if (data.selectedIndex === null) {
          return offset;
        }

        list = getPlaylist();

        // use offset if provided, otherwise take default selected.
        offset = (offset !== undefined ? offset : data.selectedIndex);

        // safety check - limit to between 0 and list length
        offset = Math.max(0, Math.min(offset, list.length));

        item = list[offset];

        return item;

      }

      function findOffsetFromItem(item) {

        // given an <li> item, find it in the playlist array and return the index.
        var list,
            i,
            j,
            offset;

        offset = -1;

        list = getPlaylist();

        if (list) {

          for (i = 0, j = list.length; i < j; i++) {
            if (list[i] === item) {
              offset = i;
              break;
            }
          }

        }

        return offset;

      }

      function getNext() {

        // don't increment if null.
        if (data.selectedIndex !== null) {
          data.selectedIndex++;
        }

        if (data.playlist.length > 1) {

          if (data.selectedIndex >= data.playlist.length) {

            if (data.loopMode) {

              // loop to beginning
              data.selectedIndex = 0;

            } else {

              // no change
              data.selectedIndex--;

              // end playback
              // data.selectedIndex = null;

            }

          }

        } else {

          data.selectedIndex = null;

        }

        return getItem();

      }

      function getPrevious() {

        data.selectedIndex--;

        if (data.selectedIndex < 0) {
          // wrapping around beginning of list? loop or exit.
          if (data.loopMode) {
            data.selectedIndex = data.playlist.length - 1;
          } else {
            // undo
            data.selectedIndex++;
          }
        }

        return getItem();

      }

      function resetLastSelected() {

        // remove UI highlight(s) on selected items.
        var items,
            i, j;

        items = utils.dom.getAll(dom.playlist, '.' + css.selected);

        for (i = 0, j = items.length; i < j; i++) {
          utils.css.remove(items[i], css.selected);
        }

      }

      function select(item) {

        var offset,
            itemTop,
            itemBottom,
            containerHeight,
            scrollTop,
            itemPadding,
            liElement;

        // remove last selected, if any
        resetLastSelected();

        if (item) {

          liElement = utils.dom.ancestor('li', item);

          utils.css.add(liElement, css.selected);

          itemTop = item.offsetTop;
          itemBottom = itemTop + item.offsetHeight;
          containerHeight = dom.playlistContainer.offsetHeight;
          scrollTop = dom.playlist.scrollTop;
          itemPadding = 8;

          if (itemBottom > containerHeight + scrollTop) {
            // bottom-align
            dom.playlist.scrollTop = (itemBottom - containerHeight) + itemPadding;
          } else if (itemTop < scrollTop) {
            // top-align
            dom.playlist.scrollTop = item.offsetTop - itemPadding;
          }

        }

        // update selected offset, too.
        offset = findOffsetFromItem(liElement);

        data.selectedIndex = offset;

      }

      function playItemByOffset(offset) {

        var item;

        offset = (offset || 0);

        item = getItem(offset);

        if (item) {
          playLink(item.getElementsByTagName('a')[0]);
        }

      }

      function getURL() {

        // return URL of currently-selected item
        var item, url;

        item = getItem();

        if (item) {
          url = item.getElementsByTagName('a')[0].href;
        }

        return url;

      }

      function refreshDOM() {

        // get / update playlist from DOM

        if (!dom.playlist) {
          if (window.console && console.warn) {
            console.warn('refreshDOM(): playlist node not found?');
          }
          return;
        }

        data.playlist = dom.playlist.getElementsByTagName('li');

      }

      function initDOM() {

        dom.playlistTarget = utils.dom.get(dom.o, '.sm2-playlist-target');
        dom.playlistContainer = utils.dom.get(dom.o, '.sm2-playlist-drawer');
        dom.playlist = utils.dom.get(dom.o, '.sm2-playlist-bd');

      }

      function initPlaylistController() {

        // inherit the default SM2 volume
        defaultVolume = soundManager.defaultOptions.volume;

        initDOM();
        refreshDOM();

        // animate playlist open, if HTML classname indicates so.
        if (utils.css.has(dom.o, css.playlistOpen)) {
          // hackish: run this after API has returned
          window.setTimeout(function() {
            actions.menu(true);
          }, 1);
        }

      }

      initPlaylistController();

      return {
        data: data,
        refresh: refreshDOM,
        getNext: getNext,
        getPrevious: getPrevious,
        getItem: getItem,
        getURL: getURL,
        playItemByOffset: playItemByOffset,
        select: select
      };

    }

    function isRightClick(e) {

      // only pay attention to left clicks. old IE differs where there's no e.which, but e.button is 1 on left click.
      if (e && ((e.which && e.which === 2) || (e.which === undefined && e.button !== 1))) {
        // http://www.quirksmode.org/js/events_properties.html#button
        return true;
      }

      return false;

    }

    function getActionData(target) {

      // DOM measurements for volume slider

      if (!target) {
        return;
      }

      actionData.volume.x = utils.position.getOffX(target);
      actionData.volume.y = utils.position.getOffY(target);

      actionData.volume.width = target.offsetWidth;
      actionData.volume.height = target.offsetHeight;

      // potentially dangerous: this should, but may not be a percentage-based value.
      actionData.volume.backgroundSize = parseInt(utils.style.get(target, 'background-size'), 10);

      // IE gives pixels even if background-size specified as % in CSS. Boourns.
      if (window.navigator.userAgent.match(/msie|trident/i)) {
        actionData.volume.backgroundSize = (actionData.volume.backgroundSize / actionData.volume.width) * 100;
      }

    }

    function handleMouseDown(e) {

      var links,
          target;

      target = e.target || e.srcElement;

      if (isRightClick(e)) {
        return;
      }

      // normalize to <a>, if applicable.
      if (target.nodeName.toLowerCase() !== 'a') {

        links = target.getElementsByTagName('a');
        if (links && links.length) {
          target = target.getElementsByTagName('a')[0];
        }

      }

      if (utils.css.has(target, 'sm2-volume-control')) {

        // drag case for volume

        getActionData(target);

        utils.events.add(document, 'mousemove', actions.adjustVolume);
        utils.events.add(document, 'touchmove', actions.adjustVolume);
        utils.events.add(document, 'mouseup', actions.releaseVolume);
        utils.events.add(document, 'touchend', actions.releaseVolume);

        // and apply right away
        actions.adjustVolume(e);

      }

    }

    function handleMouse(e) {

      var target, barX, barWidth, x, clientX, newPosition, sound;

      target = dom.progressTrack;

      barX = utils.position.getOffX(target);
      barWidth = target.offsetWidth;
      clientX = utils.events.getClientX(e);

      x = (clientX - barX);

      newPosition = (x / barWidth);

      sound = soundObject;

      if (sound && sound.duration) {

        sound.setPosition(sound.duration * newPosition);

        // a little hackish: ensure UI updates immediately with current position, even if audio is buffering and hasn't moved there yet.
        if (sound._iO && sound._iO.whileplaying) {
          sound._iO.whileplaying.apply(sound);
        }

      }

      if (e.preventDefault) {
        e.preventDefault();
      }

      return false;

    }

    function releaseMouse(e) {

      utils.events.remove(document, 'mousemove', handleMouse);
      utils.events.remove(document, 'touchmove', handleMouse);

      utils.css.remove(dom.o, 'grabbing');

      utils.events.remove(document, 'mouseup', releaseMouse);
      utils.events.remove(document, 'touchend', releaseMouse);

      utils.events.preventDefault(e);

      return false;

    }

    function handleProgressMouseDown(e) {

      if (isRightClick(e)) {
        return;
      }

      utils.css.add(dom.o, 'grabbing');

      utils.events.add(document, 'mousemove', handleMouse);
      utils.events.add(document, 'touchmove', handleMouse);
      utils.events.add(document, 'mouseup', releaseMouse);
      utils.events.add(document, 'touchend', releaseMouse);

      handleMouse(e);

    }

    function handleClick(e) {

      var evt,
          target,
          offset,
          targetNodeName,
          methodName,
          href,
          handled;

      evt = (e || window.event);

      target = evt.target || evt.srcElement;

      if (target && target.nodeName) {

        targetNodeName = target.nodeName.toLowerCase();

        if (targetNodeName !== 'a') {

          // old IE (IE 8) might return nested elements inside the <a>, eg., <b> etc. Try to find the parent <a>.

          if (target.parentNode) {

            do {
              target = target.parentNode;
              targetNodeName = target.nodeName.toLowerCase();
            } while (targetNodeName !== 'a' && target.parentNode);

            if (!target) {
              // something went wrong. bail.
              return false;
            }

          }

        }

        if (targetNodeName === 'a') {

          // yep, it's a link.

          href = target.href;

          if (soundManager.canPlayURL(href)) {

            // not excluded
            if (!utils.css.has(target, playerOptions.excludeClass)) {

              // find this in the playlist

              playLink(target);

              handled = true;

            }

          } else {

            // is this one of the action buttons, eg., play/pause, volume, etc.?
            offset = target.href.lastIndexOf('#');

            if (offset !== -1) {

              methodName = target.href.substr(offset + 1);

              if (methodName && actions[methodName]) {
                handled = true;
                actions[methodName](e);
              }

            }

          }

          // fall-through case

          if (handled) {
            // prevent browser fall-through
            return utils.events.preventDefault(evt);
          }

        }

      }

      return true;

    }

    function init() {

      // init DOM?

      if (!playerNode && window.console && console.warn) {
        console.warn('init(): No playerNode element?');
      }

      dom.o = playerNode;

      // are we dealing with a crap browser? apply legacy CSS if so.
      if (window.navigator.userAgent.match(/msie [678]/i)) {
        utils.css.add(dom.o, css.legacy);
      }

      if (window.navigator.userAgent.match(/mobile/i)) {
        // majority of mobile devices don't let HTML5 audio set volume.
        utils.css.add(dom.o, css.noVolume);
      }

      dom.progress = utils.dom.get(dom.o, '.sm2-progress-ball');

      dom.progressTrack = utils.dom.get(dom.o, '.sm2-progress-track');

      dom.progressBar = utils.dom.get(dom.o, '.sm2-progress-bar');

      dom.volume = utils.dom.get(dom.o, 'a.sm2-volume-control');

      // measure volume control dimensions
      if (dom.volume) {
        getActionData(dom.volume);
      }

      dom.duration = utils.dom.get(dom.o, '.sm2-inline-duration');

      dom.time = utils.dom.get(dom.o, '.sm2-inline-time');

      playlistController = new PlaylistController();

      defaultItem = playlistController.getItem(0);

      playlistController.select(defaultItem);

      if (defaultItem) {
        setTitle(defaultItem);
      }

      utils.events.add(dom.o, 'mousedown', handleMouseDown);
      utils.events.add(dom.o, 'touchstart', handleMouseDown);
      utils.events.add(dom.o, 'click', handleClick);
      utils.events.add(dom.progressTrack, 'mousedown', handleProgressMouseDown);
      utils.events.add(dom.progressTrack, 'touchstart', handleProgressMouseDown);

    }

    // ---

    actionData = {

      volume: {
        x: 0,
        y: 0,
        width: 0,
        height: 0,
        backgroundSize: 0
      }

    };

    actions = {

      play: function(offsetOrEvent) {

        /**
         * This is an overloaded function that takes mouse/touch events or offset-based item indices.
         * Remember, "auto-play" will not work on mobile devices unless this function is called immediately from a touch or click event.
         * If you have the link but not the offset, you can also pass a fake event object with a target of an <a> inside the playlist - e.g. { target: someMP3Link }
         */

        var target,
            href,
            e;

        if (offsetOrEvent !== undefined && !isNaN(offsetOrEvent)) {
          // smells like a number.
          playlistController.playItemByOffset(offsetOrEvent);
          return;
        }

        // DRY things a bit
        e = offsetOrEvent;

        if (e && e.target) {

          target = e.target || e.srcElement;

          href = target.href;

        }

        // haaaack - if null due to no event, OR '#' due to play/pause link, get first link from playlist
        if (!href || href.indexOf('#') !== -1) {
          href = dom.playlist.getElementsByTagName('a')[0].href;
        }

        if (!soundObject) {
          soundObject = makeSound(href);
        }

        // edge case: if the current sound is not playing, stop all others.
        if (!soundObject.playState) {
          stopOtherSounds();
        }

        // TODO: if user pauses + unpauses a sound that had an error, try to play next?
        soundObject.togglePause();

        // special case: clear "play next" timeout, if one exists.
        // edge case: user pauses after a song failed to load.
        if (soundObject.paused && playlistController.data.timer) {
          window.clearTimeout(playlistController.data.timer);
          playlistController.data.timer = null;
        }

      },

      pause: function() {

        if (soundObject && soundObject.readyState) {
          soundObject.pause();
        }

      },

      resume: function() {

        if (soundObject && soundObject.readyState) {
          soundObject.resume();
        }

      },

      stop: function() {

        // just an alias for pause, really.
        // don't actually stop because that will mess up some UI state, i.e., dragging the slider.
        return actions.pause();

      },

      next: function(/* e */) {

        var item, lastIndex;

        // special case: clear "play next" timeout, if one exists.
        if (playlistController.data.timer) {
          window.clearTimeout(playlistController.data.timer);
          playlistController.data.timer = null;
        }

        lastIndex = playlistController.data.selectedIndex;

        item = playlistController.getNext(true);

        // don't play the same item again
        if (item && playlistController.data.selectedIndex !== lastIndex) {
          playLink(item.getElementsByTagName('a')[0]);
        }

      },

      prev: function(/* e */) {

        var item, lastIndex;

        lastIndex = playlistController.data.selectedIndex;

        item = playlistController.getPrevious();

        // don't play the same item again
        if (item && playlistController.data.selectedIndex !== lastIndex) {
          playLink(item.getElementsByTagName('a')[0]);
        }

      },

      shuffle: function(e) {

        // NOTE: not implemented yet.

        var target = (e ? e.target || e.srcElement : utils.dom.get(dom.o, '.shuffle'));

        if (target && !utils.css.has(target, css.disabled)) {
          utils.css.toggle(target.parentNode, css.active);
          playlistController.data.shuffleMode = !playlistController.data.shuffleMode;
        }

      },

      repeat: function(e) {

        var target = (e ? e.target || e.srcElement : utils.dom.get(dom.o, '.repeat'));

        if (target && !utils.css.has(target, css.disabled)) {
          utils.css.toggle(target.parentNode, css.active);
          playlistController.data.loopMode = !playlistController.data.loopMode;
        }

      },

      menu: function(ignoreToggle) {

        var isOpen;

        isOpen = utils.css.has(dom.o, css.playlistOpen);

        // hackish: reset scrollTop in default first open case. odd, but some browsers have a non-zero scroll offset the first time the playlist opens.
        if (playlistController && !playlistController.data.selectedIndex && !firstOpen) {
          dom.playlist.scrollTop = 0;
          firstOpen = true;
        }

        // sniff out booleans from mouse events, as this is referenced directly by event handlers.
        if (typeof ignoreToggle !== 'boolean' || !ignoreToggle) {

          if (!isOpen) {
            // explicitly set height:0, so the first closed -> open animation runs properly
            dom.playlistContainer.style.height = '0px';
          }

          isOpen = utils.css.toggle(dom.o, css.playlistOpen);

        }

        // playlist
        dom.playlistContainer.style.height = (isOpen ? dom.playlistContainer.scrollHeight : 0) + 'px';

      },

      adjustVolume: function(e) {

        /**
         * NOTE: this is the mousemove() event handler version.
         * Use setVolume(50), etc., to assign volume directly.
         */

        var backgroundMargin,
            pixelMargin,
            target,
            value,
            volume;

        value = 0;

        target = dom.volume;

        // safety net
        if (e === undefined) {
          return false;
        }

        // normalize between mouse and touch events
        var clientX = utils.events.getClientX(e);

        if (!e || clientX === undefined) {
          // called directly or with a non-mouseEvent object, etc.
          // proxy to the proper method.
          if (arguments.length && window.console && window.console.warn) {
            console.warn('Bar UI: call setVolume(' + e + ') instead of adjustVolume(' + e + ').');
          }
          return actions.setVolume.apply(this, arguments);
        }

        // based on getStyle() result
        // figure out spacing around background image based on background size, eg. 60% background size.
        // 60% wide means 20% margin on each side.
        backgroundMargin = (100 - actionData.volume.backgroundSize) / 2;

        // relative position of mouse over element
        value = Math.max(0, Math.min(1, (clientX - actionData.volume.x) / actionData.volume.width));

        target.style.clip = 'rect(0px, ' + (actionData.volume.width * value) + 'px, ' + actionData.volume.height + 'px, ' + (actionData.volume.width * (backgroundMargin / 100)) + 'px)';

        // determine logical volume, including background margin
        pixelMargin = ((backgroundMargin / 100) * actionData.volume.width);

        volume = Math.max(0, Math.min(1, ((clientX - actionData.volume.x) - pixelMargin) / (actionData.volume.width - (pixelMargin * 2)))) * 100;

        // set volume
        if (soundObject) {
          soundObject.setVolume(volume);
        }

        defaultVolume = volume;

        return utils.events.preventDefault(e);

      },

      releaseVolume: function(/* e */) {

        utils.events.remove(document, 'mousemove', actions.adjustVolume);
        utils.events.remove(document, 'touchmove', actions.adjustVolume);
        utils.events.remove(document, 'mouseup', actions.releaseVolume);
        utils.events.remove(document, 'touchend', actions.releaseVolume);

      },

      setVolume: function(volume) {

        // set volume (0-100) and update volume slider UI.

        var backgroundSize,
            backgroundMargin,
            backgroundOffset,
            target,
            from,
            to;

        if (volume === undefined || isNaN(volume)) {
          return;
        }

        if (dom.volume) {

          target = dom.volume;

          // based on getStyle() result
          backgroundSize = actionData.volume.backgroundSize;

          // figure out spacing around background image based on background size, eg. 60% background size.
          // 60% wide means 20% margin on each side.
          backgroundMargin = (100 - backgroundSize) / 2;

          // margin as pixel value relative to width
          backgroundOffset = actionData.volume.width * (backgroundMargin / 100);

          from = backgroundOffset;
          to = from + ((actionData.volume.width - (backgroundOffset * 2)) * (volume / 100));

          target.style.clip = 'rect(0px, ' + to + 'px, ' + actionData.volume.height + 'px, ' + from + 'px)';

        }

        // apply volume to sound, as applicable
        if (soundObject) {
          soundObject.setVolume(volume);
        }

        defaultVolume = volume;

      }

    };

    init();

    // TODO: mixin actions -> exports

    exports = {
      // Per-instance events: window.sm2BarPlayers[0].on = { ... } etc. See global players.on example above for reference.
      on: null,
      actions: actions,
      dom: dom,
      playlistController: playlistController
    };

    return exports;

  };

  // barebones utilities for logic, CSS, DOM, events etc.

  utils = {

    array: (function() {

      function compare(property) {

        var result;

        return function(a, b) {

          if (a[property] < b[property]) {
            result = -1;
          } else if (a[property] > b[property]) {
            result = 1;
          } else {
            result = 0;
          }
          return result;
        };

      }

      function shuffle(array) {

        // Fisher-Yates shuffle algo

        var i, j, temp;

        for (i = array.length - 1; i > 0; i--) {
          j = Math.floor(Math.random() * (i + 1));
          temp = array[i];
          array[i] = array[j];
          array[j] = temp;
        }

        return array;

      }

      return {
        compare: compare,
        shuffle: shuffle
      };

    }()),

    css: (function() {

      function hasClass(o, cStr) {

        return (o.className !== undefined ? new RegExp('(^|\\s)' + cStr + '(\\s|$)').test(o.className) : false);

      }

      function addClass(o, cStr) {

        if (!o || !cStr || hasClass(o, cStr)) {
          return; // safety net
        }
        o.className = (o.className ? o.className + ' ' : '') + cStr;

      }

      function removeClass(o, cStr) {

        if (!o || !cStr || !hasClass(o, cStr)) {
          return;
        }
        o.className = o.className.replace(new RegExp('( ' + cStr + ')|(' + cStr + ')', 'g'), '');

      }

      function swapClass(o, cStr1, cStr2) {

        var tmpClass = {
          className: o.className
        };

        removeClass(tmpClass, cStr1);
        addClass(tmpClass, cStr2);

        o.className = tmpClass.className;

      }

      function toggleClass(o, cStr) {

        var found,
            method;

        found = hasClass(o, cStr);

        method = (found ? removeClass : addClass);

        method(o, cStr);

        // indicate the new state...
        return !found;

      }

      return {
        has: hasClass,
        add: addClass,
        remove: removeClass,
        swap: swapClass,
        toggle: toggleClass
      };

    }()),

    dom: (function() {

      function getAll(param1, param2) {

        var node,
            selector,
            results;

        if (arguments.length === 1) {

          // .selector case
          node = document.documentElement;
          // first param is actually the selector
          selector = param1;

        } else {

          // node, .selector
          node = param1;
          selector = param2;

        }

        // sorry, IE 7 users; IE 8+ required.
        if (node && node.querySelectorAll) {

          results = node.querySelectorAll(selector);

        }

        return results;

      }

      function get(/* parentNode, selector */) {

        var results = getAll.apply(this, arguments);

        // hackish: if an array, return the last item.
        if (results && results.length) {
          return results[results.length - 1];
        }

        // handle "not found" case
        return results && results.length === 0 ? null : results;

      }

      function ancestor(nodeName, element, checkCurrent) {

        if (!element || !nodeName) {
          return element;
        }

        nodeName = nodeName.toUpperCase();

        // return if current node matches.
        if (checkCurrent && element && element.nodeName === nodeName) {
          return element;
        }

        while (element && element.nodeName !== nodeName && element.parentNode) {
          element = element.parentNode;
        }

        return (element && element.nodeName === nodeName ? element : null);

      }

      return {
        ancestor: ancestor,
        get: get,
        getAll: getAll
      };

    }()),

    position: (function() {

      function getOffX(o) {

        // http://www.xs4all.nl/~ppk/js/findpos.html
        var curleft = 0;

        if (o.offsetParent) {

          while (o.offsetParent) {

            curleft += o.offsetLeft;

            o = o.offsetParent;

          }

        } else if (o.x) {

            curleft += o.x;

        }

        return curleft;

      }

      function getOffY(o) {

        // http://www.xs4all.nl/~ppk/js/findpos.html
        var curtop = 0;

        if (o.offsetParent) {

          while (o.offsetParent) {

            curtop += o.offsetTop;

            o = o.offsetParent;

          }

        } else if (o.y) {

            curtop += o.y;

        }

        return curtop;

      }

      return {
        getOffX: getOffX,
        getOffY: getOffY
      };

    }()),

    style: (function() {

      function get(node, styleProp) {

        // http://www.quirksmode.org/dom/getstyles.html
        var value;

        if (node.currentStyle) {

          value = node.currentStyle[styleProp];

        } else if (window.getComputedStyle) {

          value = document.defaultView.getComputedStyle(node, null).getPropertyValue(styleProp);

        }

        return value;

      }

      return {
        get: get
      };

    }()),

    events: (function() {

      var add, remove, preventDefault, getClientX;

      add = function(o, evtName, evtHandler) {
        // return an object with a convenient detach method.
        var eventObject = {
          detach: function() {
            return remove(o, evtName, evtHandler);
          }
        };
        if (window.addEventListener) {
          o.addEventListener(evtName, evtHandler, false);
        } else {
          o.attachEvent('on' + evtName, evtHandler);
        }
        return eventObject;
      };

      remove = (window.removeEventListener !== undefined ? function(o, evtName, evtHandler) {
        return o.removeEventListener(evtName, evtHandler, false);
      } : function(o, evtName, evtHandler) {
        return o.detachEvent('on' + evtName, evtHandler);
      });

      preventDefault = function(e) {
        if (e.preventDefault) {
          e.preventDefault();
        } else {
          e.returnValue = false;
          e.cancelBubble = true;
        }
        return false;
      };

      getClientX = function(e) {
        // normalize between desktop (mouse) and touch (mobile/tablet/?) events.
        // note pageX for touch, which normalizes zoom/scroll/pan vs. clientX.
        return (e && (e.clientX || (e.touches && e.touches[0] && e.touches[0].pageX)));
      };

      return {
        add: add,
        preventDefault: preventDefault,
        remove: remove,
        getClientX: getClientX
      };

    }()),

    features: (function() {

      var getAnimationFrame,
          localAnimationFrame,
          localFeatures,
          prop,
          styles,
          testDiv,
          transform;

        testDiv = document.createElement('div');

      /**
       * hat tip: paul irish
       * http://paulirish.com/2011/requestanimationframe-for-smart-animating/
       * https://gist.github.com/838785
       */

      localAnimationFrame = (window.requestAnimationFrame
        || window.webkitRequestAnimationFrame
        || window.mozRequestAnimationFrame
        || window.oRequestAnimationFrame
        || window.msRequestAnimationFrame
        || null);

      // apply to window, avoid "illegal invocation" errors in Chrome
      getAnimationFrame = localAnimationFrame ? function() {
        return localAnimationFrame.apply(window, arguments);
      } : null;

      function has(propName) {

        // test for feature support
        return (testDiv.style[propName] !== undefined ? propName : null);

      }

      // note local scope.
      localFeatures = {

        transform: {
          ie: has('-ms-transform'),
          moz: has('MozTransform'),
          opera: has('OTransform'),
          webkit: has('webkitTransform'),
          w3: has('transform'),
          prop: null // the normalized property value
        },

        rotate: {
          has3D: false,
          prop: null
        },

        getAnimationFrame: getAnimationFrame

      };

      localFeatures.transform.prop = (
        localFeatures.transform.w3 ||
        localFeatures.transform.moz ||
        localFeatures.transform.webkit ||
        localFeatures.transform.ie ||
        localFeatures.transform.opera
      );

      function attempt(style) {

        try {
          testDiv.style[transform] = style;
        } catch(e) {
          // that *definitely* didn't work.
          return false;
        }
        // if we can read back the style, it should be cool.
        return !!testDiv.style[transform];

      }

      if (localFeatures.transform.prop) {

        // try to derive the rotate/3D support.
        transform = localFeatures.transform.prop;
        styles = {
          css_2d: 'rotate(0deg)',
          css_3d: 'rotate3d(0,0,0,0deg)'
        };

        if (attempt(styles.css_3d)) {
          localFeatures.rotate.has3D = true;
          prop = 'rotate3d';
        } else if (attempt(styles.css_2d)) {
          prop = 'rotate';
        }

        localFeatures.rotate.prop = prop;

      }

      testDiv = null;

      return localFeatures;

    }())

  };

  // ---

  // expose to global
  window.sm2BarPlayers = players;
  window.sm2BarPlayerOptions = playerOptions;
  window.SM2BarPlayer = Player;

}(window));
