code: function(self, buffer) {
      // Set the duration.
      if (buffer && !self._duration) {
        self._duration = buffer.duration;
      }
  
      // Setup a sprite if none is defined.
      if (Object.keys(self._sprite).length === 0) {
        self._sprite = {__default: [0, self._duration * 1000]};
      }
  
      // Fire the loaded event.
      if (self._state !== 'loaded') {
        self._state = 'loaded';
        self._emit('load');
        self._loadQueue();
      }
    }
docs: Sound is now loaded, so finish setting everything up and fire the loaded event.
  @param  {Howl} self
  @param  {Object} buffer The decoded buffer sound source.