code: function(sound) {
        var self = this;
  
        // Setup the buffer source for playback.
        sound._node.bufferSource = Howler.ctx.createBufferSource();
        sound._node.bufferSource.buffer = cache[self._src];
  
        // Connect to the correct node.
        if (sound._panner) {
          sound._node.bufferSource.connect(sound._panner);
        } else {
          sound._node.bufferSource.connect(sound._node);
        }
  
        // Setup looping and playback rate.
        sound._node.bufferSource.loop = sound._loop;
        if (sound._loop) {
          sound._node.bufferSource.loopStart = sound._start || 0;
          sound._node.bufferSource.loopEnd = sound._stop || 0;
        }
        sound._node.bufferSource.playbackRate.setValueAtTime(sound._rate, Howler.ctx.currentTime);
  
        return self;
      }
docs: Load the sound back into the buffer source.
  @param  {Sound} sound The sound object to work with.
  @return {Howl}