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### Checklist
- [X] I made sure that the issue I am raising doesn't already exist
### Use case / Problem
I think the documentation about `AudioContext` could be improved:
## Global `AudioC…
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It is quite cluttered and confusing; removing some unnecessary features and simplifying should help.
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### Checklist
- [X] I read the [troubleshooting guide](https://github.com/bluefireteam/audioplayers/blob/main/troubleshooting.md) before raising this issue
- [X] I made sure that the issue I am raisi…
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I think `Player` is a confusing class name in the context of a game engine. Despite your (anti)pattern of only naming classes one word.
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```
var audioPlayer = AudioManager.Current.CreatePlayer(stream);
Console.WriteLine(audioPlayer.Duration); // 0
Console.WriteLine(audioPlayer.CurrentPosition); // 0
audioPlayer.Play();
// ...
Con…
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I mostly see this behavior with voice messages, but this also occurs with any other audio message.
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### Checklist
- [X] I read the [troubleshooting guide](https://github.com/bluefireteam/audioplayers/blob/main/troubleshooting.md) before raising this issue
- [X] I made sure that the issue I am raisi…
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It seems that audio playback immediately starts once setFilePath() is called on an AudioPlayer.
To reproduce:
```
AudioPlayer player = AudioPlayer();
Duration? duration = await player.setFileP…
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### Checklist
- [X] I read the [troubleshooting guide](https://github.com/bluefireteam/audioplayers/blob/main/troubleshooting.md) before raising this issue
- [X] I made sure that the issue I am raisi…
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After calling createAudioPlayer with a working player (I can play and manipulate a queue) I can't get any events to fire. I've tried registering as follows:
``` js
var audioPlayer = spotify.createAud…