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2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
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2013-10-03 00:21:08 +00:00
< a href = "Phaser.Plugin.html" > Plugin< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-03 00:21:08 +00:00
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.Point.html" > Point< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.Pointer.html" > Pointer< / a >
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2015-10-15 11:06:38 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.PointerMode.html" > PointerMode< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-07 06:10:15 +00:00
< a href = "Phaser.Polygon.html" > Polygon< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.QuadTree.html" > QuadTree< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-03 00:21:08 +00:00
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
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2014-04-10 22:13:43 +00:00
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2014-03-14 06:36:05 +00:00
< a href = "Phaser.RetroFont.html" > RetroFont< / a >
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2014-09-09 14:36:56 +00:00
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< a href = "Phaser.Rope.html" > Rope< / a >
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2015-07-22 14:31:30 +00:00
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< a href = "Phaser.RoundedRectangle.html" > RoundedRectangle< / a >
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2014-04-10 22:13:43 +00:00
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2014-03-14 06:36:05 +00:00
< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.Signal.html" > Signal< / a >
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2014-04-11 12:09:28 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.SignalBinding.html" > SignalBinding< / a >
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2014-04-10 22:13:43 +00:00
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2014-02-05 06:29:17 +00:00
< a href = "Phaser.SinglePad.html" > SinglePad< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.Sound.html" > Sound< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-18 03:01:51 +00:00
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.Stage.html" > Stage< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.State.html" > State< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.StateManager.html" > StateManager< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
< a href = "Phaser.Text.html" > Text< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tile.html" > Tile< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tileset.html" > Tileset< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Time.html" > Time< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Timer.html" > Timer< / a >
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2014-04-10 22:13:43 +00:00
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2014-02-05 06:29:17 +00:00
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-03 00:21:08 +00:00
< a href = "Phaser.Touch.html" > Touch< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-03 01:38:35 +00:00
< a href = "Phaser.Tween.html" > Tween< / a >
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2014-11-25 00:23:44 +00:00
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< a href = "Phaser.TweenData.html" > TweenData< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-03 01:38:35 +00:00
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Utils.Debug.html" > Debug< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "Phaser.Video.html" > Video< / a >
2013-10-03 00:21:08 +00:00
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2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "Phaser.World.html" > World< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
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< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
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2015-08-24 14:43:45 +00:00
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< a href = "PIXI.CanvasPool.html" > CanvasPool< / a >
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2014-11-15 20:01:46 +00:00
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< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
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< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
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< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
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< a href = "PIXI.DisplayObject.html" > DisplayObject< / a >
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< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
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2016-02-08 17:01:36 +00:00
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< a href = "PIXI.EarCut.html" > EarCut< / a >
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2014-11-15 20:01:46 +00:00
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< a href = "PIXI.Event.html" > Event< / a >
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< a href = "PIXI.EventTarget.html" > EventTarget< / a >
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< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
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< a href = "PIXI.Graphics.html" > Graphics< / a >
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< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
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< a href = "PIXI.PIXI.html" > PIXI< / a >
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< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
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< a href = "PIXI.PixiShader.html" > PixiShader< / a >
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.PolyK.html" > PolyK< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Rope.html" > Rope< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
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2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Strip.html" > Strip< / a >
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
< a href = "PIXI.StripShader.html" > StripShader< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Texture.html" > Texture< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
2014-11-15 20:01:46 +00:00
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2014-11-25 00:23:44 +00:00
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2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
2014-11-25 00:23:44 +00:00
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2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
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2015-07-22 14:31:30 +00:00
< a href = "global.html#AUTO" > AUTO< / a >
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#BITMAPDATA" > BITMAPDATA< / a >
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
< a href = "global.html#BITMAPTEXT" > BITMAPTEXT< / a >
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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< a href = "global.html#blendModes" > blendModes< / a >
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
< a href = "global.html#BUTTON" > BUTTON< / a >
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< li class = "class-depth-0" >
< a href = "global.html#CANVAS" > CANVAS< / a >
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< li class = "class-depth-0" >
< a href = "global.html#CANVAS_FILTER" > CANVAS_FILTER< / a >
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
< a href = "global.html#CIRCLE" > CIRCLE< / a >
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
< a href = "global.html#CREATURE" > CREATURE< / a >
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#DOWN" > DOWN< / a >
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#ELLIPSE" > ELLIPSE< / a >
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
< a href = "global.html#EMITTER" > EMITTER< / a >
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< li class = "class-depth-0" >
< a href = "global.html#GAMES" > GAMES< / a >
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< li class = "class-depth-0" >
< a href = "global.html#GRAPHICS" > GRAPHICS< / a >
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< li class = "class-depth-0" >
< a href = "global.html#GROUP" > GROUP< / a >
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< li class = "class-depth-0" >
< a href = "global.html#HEADLESS" > HEADLESS< / a >
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< li class = "class-depth-0" >
< a href = "global.html#IMAGE" > IMAGE< / a >
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< li class = "class-depth-0" >
< a href = "global.html#LEFT" > LEFT< / a >
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< li class = "class-depth-0" >
< a href = "global.html#LINE" > LINE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#MATRIX" > MATRIX< / a >
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< a href = "global.html#NONE" > NONE< / a >
< / li >
2016-02-08 17:01:36 +00:00
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< a href = "global.html#PENDING_ATLAS" > PENDING_ATLAS< / a >
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2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#POINT" > POINT< / a >
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< li class = "class-depth-0" >
< a href = "global.html#POINTER" > POINTER< / a >
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< li class = "class-depth-0" >
< a href = "global.html#POLYGON" > POLYGON< / a >
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< li class = "class-depth-0" >
< a href = "global.html#RECTANGLE" > RECTANGLE< / a >
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< li class = "class-depth-0" >
< a href = "global.html#RENDERTEXTURE" > RENDERTEXTURE< / a >
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< li class = "class-depth-0" >
< a href = "global.html#RETROFONT" > RETROFONT< / a >
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< li class = "class-depth-0" >
< a href = "global.html#RIGHT" > RIGHT< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ROPE" > ROPE< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ROUNDEDRECTANGLE" > ROUNDEDRECTANGLE< / a >
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#scaleModes" > scaleModes< / a >
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#SPRITE" > SPRITE< / a >
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< li class = "class-depth-0" >
< a href = "global.html#SPRITEBATCH" > SPRITEBATCH< / a >
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< li class = "class-depth-0" >
< a href = "global.html#TEXT" > TEXT< / a >
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< li class = "class-depth-0" >
< a href = "global.html#TILEMAP" > TILEMAP< / a >
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< li class = "class-depth-0" >
< a href = "global.html#TILEMAPLAYER" > TILEMAPLAYER< / a >
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< li class = "class-depth-0" >
< a href = "global.html#TILESPRITE" > TILESPRITE< / a >
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< li class = "class-depth-0" >
< a href = "global.html#UP" > UP< / a >
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< li class = "class-depth-0" >
< a href = "global.html#VERSION" > VERSION< / a >
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< a href = "global.html#VIDEO" > VIDEO< / a >
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
< a href = "global.html#WEBGL" > WEBGL< / a >
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
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2014-11-15 20:01:46 +00:00
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2013-10-03 00:21:08 +00:00
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2014-11-25 00:23:44 +00:00
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2014-11-25 00:23:44 +00:00
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2014-12-03 10:39:11 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Cache.html" > Cache< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Time.html" > Time< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Input.html" > Input Manager< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
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< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Video.html" > Video< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Matrix.html" > Matrix< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RoundedRectangle.html" > Rounded Rectangle< / a > < / li >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.DeviceButton.html" > Device Button< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "http://phaser.io" > Phaser Web Site< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/examples" > Phaser Examples< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser-plugins" > Phaser Plugins< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/forum/14-phaser/" > Forum< / a > < / li >
< li class = "class-depth-1" > < a href = "http://stackoverflow.com/questions/tagged/phaser-framework" > Stack Overflow< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/learn" > Tutorials< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://confirmsubscription.com/h/r/369DE48E3E86AF1E" > Newsletter< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/community/twitter" > Twitter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/irc" > IRC< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://www.codeandweb.com/texturepacker/phaser" > Texture Packer< / a > < / li >
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< / ul >
< / li >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
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< div class = "span8" >
< div id = "main" >
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<!-- <h1 class="page - title">Class: SoundManager</h1> -->
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< section >
< header >
< h2 >
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< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
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SoundManager
< / h2 >
< / header >
< article >
< div class = "container-overview" >
< dt >
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< h4 class = "name "
id="SoundManager">< span class = "type-signature" > < / span > new SoundManager< span class = "signature" > (game)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > The Sound Manager is responsible for playing back audio via either the Legacy HTML Audio tag or via Web Audio if the browser supports it.
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Note: On Firefox 25+ on Linux if you have media.gstreamer disabled in about:config then it cannot play back mp3 or m4a files.
The audio file type and the encoding of those files are extremely important. Not all browsers can play all audio formats.
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There is a good guide to what's supported here: http://hpr.dogphilosophy.net/test/< / p >
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< p > If you are reloading a Phaser Game on a page that never properly refreshes (such as in an AngularJS project) then you will quickly run out
of AudioContext nodes. If this is the case create a global var called PhaserGlobal on the window object before creating the game. The active
AudioContext will then be saved to window.PhaserGlobal.audioContext when the Phaser game is destroyed, and re-used when it starts again.< / p >
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< p > Mobile warning: There are some mobile devices (certain iPad 2 and iPad Mini revisions) that cannot play 48000 Hz audio.
When they try to play the audio becomes extremely distorted and buzzes, eventually crashing the sound system.
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The solution is to use a lower encoding rate such as 44100 Hz. Sometimes the audio context will
be created with a sampleRate of 48000. If this happens and audio distorts you should re-create the context.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > game< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
< / td >
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< td class = "description last" > < p > Reference to the current game instance.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_sound_SoundManager.js.html" > sound/SoundManager.js< / a > , < a href = "src_sound_SoundManager.js.html#sunlight-1-line-26" > line 26< / a >
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< / dt >
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< / dl >
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< / dd >
< / div >
< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
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< h4 class = "name "
id="channels">< span class = "type-signature" > < / span > channels< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The number of audio channels to use in playback.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > 32< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_sound_SoundManager.js.html" > sound/SoundManager.js< / a > , < a href = "src_sound_SoundManager.js.html#sunlight-1-line-96" > line 96< / a >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="connectToMaster">< span class = "type-signature" > < / span > connectToMaster< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the SoundManager master gain node.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_sound_SoundManager.js.html" > sound/SoundManager.js< / a > , < a href = "src_sound_SoundManager.js.html#sunlight-1-line-84" > line 84< / a >
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< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="context">< span class = "type-signature" > < / span > context< span class = "type-signature" > :AudioContext< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > The AudioContext being used for playback.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_sound_SoundManager.js.html" > sound/SoundManager.js< / a > , < a href = "src_sound_SoundManager.js.html#sunlight-1-line-60" > line 60< / a >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="game">< span class = "type-signature" > < / span > game< span class = "type-signature" > :< a href = "Phaser.Game.html" > Phaser.Game< / a > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Local reference to game.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="mute">< span class = "type-signature" > < / span > mute< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > Gets or sets the muted state of the SoundManager. This effects all sounds in the game.< / p >
< / div >
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< dl class = "details" >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="muteOnPause">< span class = "type-signature" > < / span > muteOnPause< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Set to true to have all sound muted when the Phaser game pauses (such as on loss of focus),
or set to false to keep audio playing, regardless of the game pause state. You may need to
do this should you wish to control audio muting via external DOM buttons or similar.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
< dt class = "tag-source" > Source -
< a href = "src_sound_SoundManager.js.html" > sound/SoundManager.js< / a > , < a href = "src_sound_SoundManager.js.html#sunlight-1-line-105" > line 105< / a >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="noAudio">< span class = "type-signature" > < / span > noAudio< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > True if audio been disabled via the PhaserGlobal (useful if you need to use a 3rd party audio library) or the device doesn't support any audio.< / p >
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< / div >
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< dl class = "details" >
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id="onMute">< span class = "type-signature" > < / span > onMute< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< p > This signal is dispatched when the SoundManager is globally muted, either directly via game code or as a result of the game pausing.< / p >
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id="onSoundDecode">< span class = "type-signature" > < / span > onSoundDecode< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< div class = "description" >
< p > The event dispatched when a sound decodes (typically only for mp3 files)< / p >
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id="onUnMute">< span class = "type-signature" > < / span > onUnMute< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< p > This signal is dispatched when the SoundManager is globally un-muted, either directly via game code or as a result of the game resuming from a pause.< / p >
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id="onVolumeChange">< span class = "type-signature" > < / span > onVolumeChange< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< p > This signal is dispatched whenever the global volume changes. The new volume is passed as the only parameter to your callback.< / p >
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< h4 class = "name "
id="touchLocked">< span class = "type-signature" > < / span > touchLocked< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > true if the audio system is currently locked awaiting a touch event.< / p >
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< h4 class = "name "
id="usingAudioTag">< span class = "type-signature" > < readonly> < / span > usingAudioTag< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > True the SoundManager and device are both using the Audio tag instead of Web Audio.< / p >
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< / div >
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< h4 class = "name "
id="usingWebAudio">< span class = "type-signature" > < readonly> < / span > usingWebAudio< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > True the SoundManager and device are both using Web Audio.< / p >
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< dt >
< h4 class = "name "
id="volume">< span class = "type-signature" > < / span > volume< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
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< div class = "description" >
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< p > Gets or sets the global volume of the SoundManager, a value between 0 and 1. The value given is clamped to the range 0 to 1.< / p >
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< h3 class = "subsection-title" > Methods< / h3 >
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< dt >
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< h4 class = "name "
id="add">< span class = "type-signature" > < / span > add< span class = "signature" > (key, < span class = "optional" > volume< / span > , < span class = "optional" > loop< / span > , < span class = "optional" > connect< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Sound.html" > Phaser.Sound< / a > }< / span > < / h4 >
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< div class = "description" >
< p > Adds a new Sound into the SoundManager.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > Asset key for the sound.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > volume< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
1
< / td >
< td class = "description last" > < p > Default value for the volume.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > loop< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Whether or not the sound will loop.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > connect< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Sound.html" > Phaser.Sound< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The new sound instance.< / p >
< / div >
< / div >
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< h4 class = "name "
id="addSprite">< span class = "type-signature" > < / span > addSprite< span class = "signature" > (key)< / span > < span class = "type-signature" > → {< a href = "Phaser.AudioSprite.html" > Phaser.AudioSprite< / a > }< / span > < / h4 >
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< div class = "description" >
< p > Adds a new AudioSprite into the SoundManager.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < p > Asset key for the sound.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.AudioSprite.html" > Phaser.AudioSprite< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The new AudioSprite instance.< / p >
< / div >
< / div >
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< h4 class = "name "
id="boot">< span class = "type-signature" > < internal> < / span > boot< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< div class = "description" >
< p > Initialises the sound manager.< / p >
< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< h4 class = "name "
id="decode">< span class = "type-signature" > < / span > decode< span class = "signature" > (key, < span class = "optional" > sound< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< p > Decode a sound by its asset key.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > Assets key of the sound to be decoded.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > sound< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sound.html" > Phaser.Sound< / a > < / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > Its buffer will be set to decoded data.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h4 class = "name "
id="destroy">< span class = "type-signature" > < / span > destroy< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< div class = "description" >
< p > Stops all the sounds in the game, then destroys them and finally clears up any callbacks.< / p >
< / div >
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< h4 class = "name "
id="pauseAll">< span class = "type-signature" > < / span > pauseAll< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< div class = "description" >
< p > Pauses all the sounds in the game.< / p >
< / div >
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< dt >
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< h4 class = "name "
id="play">< span class = "type-signature" > < / span > play< span class = "signature" > (key, < span class = "optional" > volume< / span > , < span class = "optional" > loop< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Sound.html" > Phaser.Sound< / a > }< / span > < / h4 >
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< dd >
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< div class = "description" >
< p > Adds a new Sound into the SoundManager and starts it playing.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > Asset key for the sound.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > volume< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
1
< / td >
< td class = "description last" > < p > Default value for the volume.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > loop< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Whether or not the sound will loop.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Sound.html" > Phaser.Sound< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The new sound instance.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_sound_SoundManager.js.html" > sound/SoundManager.js< / a > , < a href = "src_sound_SoundManager.js.html#sunlight-1-line-631" > line 631< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="remove">< span class = "type-signature" > < / span > remove< span class = "signature" > (sound)< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Removes a Sound from the SoundManager. The removed Sound is destroyed before removal.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > sound< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Sound.html" > Phaser.Sound< / a > < / span >
< / td >
< td class = "description last" > < p > The sound object to remove.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > True if the sound was removed successfully, otherwise false.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_sound_SoundManager.js.html" > sound/SoundManager.js< / a > , < a href = "src_sound_SoundManager.js.html#sunlight-1-line-579" > line 579< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="removeByKey">< span class = "type-signature" > < / span > removeByKey< span class = "signature" > (key)< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Removes all Sounds from the SoundManager that have an asset key matching the given value.
The removed Sounds are destroyed before removal.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < p > The key to match when removing sound objects.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > number< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The number of matching sound objects that were removed.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_sound_SoundManager.js.html" > sound/SoundManager.js< / a > , < a href = "src_sound_SoundManager.js.html#sunlight-1-line-604" > line 604< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="resumeAll">< span class = "type-signature" > < / span > resumeAll< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Resumes every sound in the game.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_sound_SoundManager.js.html" > sound/SoundManager.js< / a > , < a href = "src_sound_SoundManager.js.html#sunlight-1-line-384" > line 384< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="setDecodedCallback">< span class = "type-signature" > < / span > setDecodedCallback< span class = "signature" > (files, callback, callbackContext)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > This method allows you to give the SoundManager a list of Sound files, or keys, and a callback.
Once all of the Sound files have finished decoding the callback will be invoked.
The amount of time spent decoding depends on the codec used and file size.
If all of the files given have already decoded the callback is triggered immediately.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > files< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > array< / span >
< / td >
< td class = "description last" > < p > An array containing either Phaser.Sound objects or their key strings as found in the Phaser.Cache.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > callback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
< td class = "description last" > < p > The callback which will be invoked once all files have finished decoding.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > callbackContext< / code > < / td >
< td class = "type" >
< span class = "param-type" > Object< / span >
< / td >
< td class = "description last" > < p > The context in which the callback will run.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_sound_SoundManager.js.html" > sound/SoundManager.js< / a > , < a href = "src_sound_SoundManager.js.html#sunlight-1-line-443" > line 443< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="setTouchLock">< span class = "type-signature" > < / span > setTouchLock< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Sets the Input Manager touch callback to be SoundManager.unlock.
Required for iOS audio device unlocking. Mostly just used internally.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_sound_SoundManager.js.html" > sound/SoundManager.js< / a > , < a href = "src_sound_SoundManager.js.html#sunlight-1-line-270" > line 270< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="stopAll">< span class = "type-signature" > < / span > stopAll< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Stops all the sounds in the game.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_sound_SoundManager.js.html" > sound/SoundManager.js< / a > , < a href = "src_sound_SoundManager.js.html#sunlight-1-line-340" > line 340< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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id="unlock">< span class = "type-signature" > < / span > unlock< span class = "signature" > ()< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Enables the audio, usually after the first touch.< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > True if the callback should be removed, otherwise false.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_sound_SoundManager.js.html" > sound/SoundManager.js< / a > , < a href = "src_sound_SoundManager.js.html#sunlight-1-line-296" > line 296< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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id="update">< span class = "type-signature" > < internal> < / span > update< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Updates every sound in the game, checks for audio unlock on mobile and monitors the decoding watch list.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_sound_SoundManager.js.html" > sound/SoundManager.js< / a > , < a href = "src_sound_SoundManager.js.html#sunlight-1-line-493" > line 493< / a >
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< / dt >
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< / dl >
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< / dd >
< / dl >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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< / span >
< br / >
< span class = "jsdoc-message" >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.2< / a >
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on Fri Apr 22 2016 15:11:55 GMT+0100 (GMT Daylight Time) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / span >
< / footer >
< / div >
< div class = "span3" >
< div id = "toc" > < / div >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
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< / body >
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