docs: function CordovaAudioSoundInstance(src, startTime, duration, playbackResource) {
  		this.AbstractSoundInstance_constructor(src, startTime, duration, playbackResource);
  
  // Public Properties
  		/**
  		 * Sets the playAudioWhenScreenIsLocked property for play calls on iOS devices.
  		 * @property playWhenScreenLocked
  		 * @type {boolean}
  		 */
  		this.playWhenScreenLocked = null;
  
  // Private Properties
  		/**
  		 * Used to approximate the playback position by storing the number of milliseconds elapsed since
  		 * 1 January 1970 00:00:00 UTC when playing
  		 * Note that if js clock is out of sync with Media playback, this will become increasingly inaccurate.
  		 * @property _playStartTime
  		 * @type {Number}
  		 * @protected
  		 */
  		this._playStartTime = null;
  
  		/**
  		 * A TimeOut used to trigger the end and possible loop of audio sprites.
  		 * @property _audioSpriteTimeout
  		 * @type {null}
  		 * @protected
  		 */
  		this._audioSpriteTimeout = null;
  
  		/**
  		 * Boolean value that indicates if we are using an audioSprite
  		 * @property _audioSprite
  		 * @type {boolean}
  		 * @protected
  		 */
  		this._audioSprite = false;
  
  		// Proxies, make removing listeners easier.
  		this._audioSpriteEndHandler = createjs.proxy(this._handleAudioSpriteComplete, this);
  		this._mediaPlayFinishedHandler = createjs.proxy(this._handleSoundComplete, this);
  		this._mediaErrorHandler = createjs.proxy(this._handleMediaError, this);
  		this._mediaProgressHandler = createjs.proxy(this._handleMediaProgress, this);
  
  		this._playbackResource = new Media(src, this._mediaPlayFinishedHandler, this._mediaErrorHandler, this._mediaProgressHandler);
  
  		if (duration) {
  			this._audioSprite = true;
  		} else {
  			this._setDurationFromSource();
  		}
  	}