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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
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<a href="Phaser.State.html">State</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.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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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
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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
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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
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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
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<a href="Phaser.Time.html">Time</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.Timer.html">Timer</a>
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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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<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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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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2015-07-22 14:31:30 +00:00
<a href="Phaser.Video.html">Video</a>
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2016-06-17 00:11:24 +00:00
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<a href="Phaser.Weapon.html">Weapon</a>
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2015-07-22 14:31:30 +00:00
<a href="Phaser.World.html">World</a>
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2015-07-22 14:31:30 +00:00
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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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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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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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.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.GraphicsData.html">GraphicsData</a>
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<a href="PIXI.PIXI.html">PIXI</a>
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<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
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2014-11-15 20:01:46 +00:00
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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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<a href="PIXI.PolyK.html">PolyK</a>
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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2015-03-23 23:46:30 +00:00
<a href="PIXI.RenderTexture.html">RenderTexture</a>
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<a href="PIXI.Rope.html">Rope</a>
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<a href="PIXI.Sprite.html">Sprite</a>
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
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2015-03-23 23:46:30 +00:00
<a href="PIXI.Strip.html">Strip</a>
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2015-03-23 23:46:30 +00:00
<a href="PIXI.StripShader.html">StripShader</a>
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2015-03-23 23:46:30 +00:00
<a href="PIXI.Texture.html">Texture</a>
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2015-03-23 23:46:30 +00:00
<a href="PIXI.TilingSprite.html">TilingSprite</a>
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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>
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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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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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2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
</ul>
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<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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2016-06-03 17:48:34 +00:00
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<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
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<a href="global.html#ANGLE_UP">ANGLE_UP</a>
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<a href="global.html#AUTO">AUTO</a>
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<a href="global.html#BITMAPDATA">BITMAPDATA</a>
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<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
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<a href="global.html#blendModes">blendModes</a>
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2016-06-17 00:11:24 +00:00
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<a href="global.html#BUTTON">BUTTON</a>
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<a href="global.html#CENTER">CENTER</a>
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<a href="global.html#CIRCLE">CIRCLE</a>
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<a href="global.html#CREATURE">CREATURE</a>
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2016-06-09 16:13:31 +00:00
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<a href="global.html#displayList">displayList</a>
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<a href="global.html#DOWN">DOWN</a>
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<a href="global.html#EMITTER">EMITTER</a>
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<a href="global.html#HORIZONTAL">HORIZONTAL</a>
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2015-07-22 14:31:30 +00:00
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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
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<a href="global.html#POINT">POINT</a>
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2016-06-09 16:13:31 +00:00
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2014-11-15 20:01:46 +00:00
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<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</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#RETROFONT">RETROFONT</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#RIGHT">RIGHT</a>
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2016-06-17 00:11:24 +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#ROPE">ROPE</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#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</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#scaleModes">scaleModes</a>
2014-11-15 20:01:46 +00:00
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<a href="global.html#SPRITE">SPRITE</a>
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<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
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<a href="global.html#TEXT">TEXT</a>
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<a href="global.html#TILEMAP">TILEMAP</a>
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<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
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<a href="global.html#TILESPRITE">TILESPRITE</a>
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2016-06-17 00:11:24 +00:00
<li class="class-depth-0">
<a href="global.html#TOP_CENTER">TOP_CENTER</a>
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<a href="global.html#TOP_LEFT">TOP_LEFT</a>
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<a href="global.html#TOP_RIGHT">TOP_RIGHT</a>
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2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#UP">UP</a>
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<a href="global.html#VERSION">VERSION</a>
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2016-06-09 16:13:31 +00:00
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<a href="global.html#VERTICAL">VERTICAL</a>
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2015-07-22 14:31:30 +00:00
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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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<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
<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
2014-11-15 20:01:46 +00:00
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2013-10-03 00:21:08 +00:00
</ul>
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2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
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2014-11-25 00:23:44 +00:00
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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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
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2014-11-25 00:23:44 +00:00
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2015-01-06 06:57:25 +00:00
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2014-11-25 00:23:44 +00:00
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2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
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2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
2015-01-06 06:57:25 +00:00
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
2014-12-03 10:39:11 +00:00
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2014-11-25 00:23:44 +00:00
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<div id="main">
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<h1 class="page-title">Source: src/sound/Sound.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
2016-04-22 14:15:28 +00:00
* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Sound class constructor.
*
* @class Phaser.Sound
* @constructor
* @param {Phaser.Game} game - Reference to the current game instance.
* @param {string} key - Asset key for the sound.
* @param {number} [volume=1] - Default value for the volume, between 0 and 1.
* @param {boolean} [loop=false] - Whether or not the sound will loop.
*/
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Phaser.Sound = function (game, key, volume, loop, connect) {
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if (volume === undefined) { volume = 1; }
if (loop === undefined) { loop = false; }
if (connect === undefined) { connect = game.sound.connectToMaster; }
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/**
* A reference to the currently running Game.
* @property {Phaser.Game} game
*/
this.game = game;
/**
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* @property {string} name - Name of the sound.
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*/
this.name = key;
/**
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* @property {string} key - Asset key for the sound.
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*/
this.key = key;
/**
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* @property {boolean} loop - Whether or not the sound or current sound marker will loop.
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*/
this.loop = loop;
/**
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* @property {object} markers - The sound markers.
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*/
this.markers = {};
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/**
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* @property {AudioContext} context - Reference to the AudioContext instance.
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*/
this.context = null;
/**
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* @property {boolean} autoplay - Boolean indicating whether the sound should start automatically.
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*/
this.autoplay = false;
/**
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* @property {number} totalDuration - The total duration of the sound in seconds.
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*/
this.totalDuration = 0;
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/**
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* @property {number} startTime - The time the Sound starts at (typically 0 unless starting from a marker)
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* @default
*/
this.startTime = 0;
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/**
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* @property {number} currentTime - The current time the sound is at.
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*/
this.currentTime = 0;
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/**
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* @property {number} duration - The duration of the current sound marker in seconds.
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*/
this.duration = 0;
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/**
* @property {number} durationMS - The duration of the current sound marker in ms.
*/
this.durationMS = 0;
/**
* @property {number} position - The position of the current sound marker.
*/
this.position = 0;
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/**
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* @property {number} stopTime - The time the sound stopped.
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*/
this.stopTime = 0;
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/**
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* @property {boolean} paused - true if the sound is paused, otherwise false.
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* @default
*/
this.paused = false;
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/**
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* @property {number} pausedPosition - The position the sound had reached when it was paused.
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*/
this.pausedPosition = 0;
/**
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* @property {number} pausedTime - The game time at which the sound was paused.
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*/
this.pausedTime = 0;
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/**
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* @property {boolean} isPlaying - true if the sound is currently playing, otherwise false.
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* @default
*/
this.isPlaying = false;
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/**
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* @property {string} currentMarker - The string ID of the currently playing marker, if any.
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* @default
*/
this.currentMarker = '';
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/**
* @property {Phaser.Tween} fadeTween - The tween that fades the audio, set via Sound.fadeIn and Sound.fadeOut.
*/
this.fadeTween = null;
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/**
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* @property {boolean} pendingPlayback - true if the sound file is pending playback
* @readonly
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*/
this.pendingPlayback = false;
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/**
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* @property {boolean} override - if true when you play this sound it will always start from the beginning.
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* @default
*/
this.override = false;
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/**
* @property {boolean} allowMultiple - This will allow you to have multiple instances of this Sound playing at once. This is only useful when running under Web Audio, and we recommend you implement a local pooling system to not flood the sound channels.
* @default
*/
this.allowMultiple = false;
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/**
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* @property {boolean} usingWebAudio - true if this sound is being played with Web Audio.
* @readonly
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*/
this.usingWebAudio = this.game.sound.usingWebAudio;
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/**
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* @property {boolean} usingAudioTag - true if the sound is being played via the Audio tag.
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*/
this.usingAudioTag = this.game.sound.usingAudioTag;
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/**
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* @property {object} externalNode - If defined this Sound won't connect to the SoundManager master gain node, but will instead connect to externalNode.
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*/
this.externalNode = null;
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/**
* @property {object} masterGainNode - The master gain node in a Web Audio system.
*/
this.masterGainNode = null;
/**
* @property {object} gainNode - The gain node in a Web Audio system.
*/
this.gainNode = null;
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/**
* @property {object} _sound - Internal var.
* @private
*/
this._sound = null;
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if (this.usingWebAudio)
{
this.context = this.game.sound.context;
this.masterGainNode = this.game.sound.masterGain;
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if (this.context.createGain === undefined)
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{
this.gainNode = this.context.createGainNode();
}
else
{
this.gainNode = this.context.createGain();
}
this.gainNode.gain.value = volume * this.game.sound.volume;
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if (connect)
{
this.gainNode.connect(this.masterGainNode);
}
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}
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else if (this.usingAudioTag)
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{
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if (this.game.cache.getSound(key) &amp;&amp; this.game.cache.isSoundReady(key))
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{
this._sound = this.game.cache.getSoundData(key);
this.totalDuration = 0;
if (this._sound.duration)
{
this.totalDuration = this._sound.duration;
}
}
else
{
this.game.cache.onSoundUnlock.add(this.soundHasUnlocked, this);
}
}
/**
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* @property {Phaser.Signal} onDecoded - The onDecoded event is dispatched when the sound has finished decoding (typically for mp3 files)
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*/
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this.onDecoded = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onPlay - The onPlay event is dispatched each time this sound is played.
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*/
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this.onPlay = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onPause - The onPause event is dispatched when this sound is paused.
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*/
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this.onPause = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onResume - The onResume event is dispatched when this sound is resumed from a paused state.
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*/
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this.onResume = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onLoop - The onLoop event is dispatched when this sound loops during playback.
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*/
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this.onLoop = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onStop - The onStop event is dispatched when this sound stops playback.
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*/
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this.onStop = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onMute - The onMute event is dispatched when this sound is muted.
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*/
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this.onMute = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onMarkerComplete - The onMarkerComplete event is dispatched when a marker within this sound completes playback.
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*/
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this.onMarkerComplete = new Phaser.Signal();
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/**
* @property {Phaser.Signal} onFadeComplete - The onFadeComplete event is dispatched when this sound finishes fading either in or out.
*/
this.onFadeComplete = new Phaser.Signal();
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/**
* @property {number} _volume - The global audio volume. A value between 0 (silence) and 1 (full volume).
* @private
*/
this._volume = volume;
/**
* @property {any} _buffer - Decoded data buffer / Audio tag.
* @private
*/
this._buffer = null;
/**
* @property {boolean} _muted - Boolean indicating whether the sound is muted or not.
* @private
*/
this._muted = false;
/**
* @property {number} _tempMarker - Internal marker var.
* @private
*/
this._tempMarker = 0;
/**
* @property {number} _tempPosition - Internal marker var.
* @private
*/
this._tempPosition = 0;
/**
* @property {number} _tempVolume - Internal marker var.
* @private
*/
this._tempVolume = 0;
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/**
* @property {number} _tempPause - Internal marker var.
* @private
*/
this._tempPause = 0;
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/**
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* @property {number} _muteVolume - Internal cache var.
* @private
*/
this._muteVolume = 0;
/**
* @property {boolean} _tempLoop - Internal cache var.
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* @private
*/
this._tempLoop = 0;
/**
* @property {boolean} _paused - Was this sound paused via code or a game event?
* @private
*/
this._paused = false;
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/**
* @property {boolean} _onDecodedEventDispatched - Was the onDecoded event dispatched?
* @private
*/
this._onDecodedEventDispatched = false;
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};
Phaser.Sound.prototype = {
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/**
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* Called automatically when this sound is unlocked.
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* @method Phaser.Sound#soundHasUnlocked
* @param {string} key - The Phaser.Cache key of the sound file to check for decoding.
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* @protected
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*/
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soundHasUnlocked: function (key) {
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if (key === this.key)
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{
this._sound = this.game.cache.getSoundData(this.key);
this.totalDuration = this._sound.duration;
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}
},
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/**
* Adds a marker into the current Sound. A marker is represented by a unique key and a start time and duration.
* This allows you to bundle multiple sounds together into a single audio file and use markers to jump between them for playback.
*
* @method Phaser.Sound#addMarker
* @param {string} name - A unique name for this marker, i.e. 'explosion', 'gunshot', etc.
* @param {number} start - The start point of this marker in the audio file, given in seconds. 2.5 = 2500ms, 0.5 = 500ms, etc.
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* @param {number} [duration=1] - The duration of the marker in seconds. 2.5 = 2500ms, 0.5 = 500ms, etc.
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* @param {number} [volume=1] - The volume the sound will play back at, between 0 (silent) and 1 (full volume).
* @param {boolean} [loop=false] - Sets if the sound will loop or not.
*/
addMarker: function (name, start, duration, volume, loop) {
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if (duration === undefined || duration === null) { duration = 1; }
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if (volume === undefined || volume === null) { volume = 1; }
if (loop === undefined) { loop = false; }
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this.markers[name] = {
name: name,
start: start,
stop: start + duration,
volume: volume,
duration: duration,
durationMS: duration * 1000,
loop: loop
};
},
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/**
* Removes a marker from the sound.
* @method Phaser.Sound#removeMarker
* @param {string} name - The key of the marker to remove.
*/
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removeMarker: function (name) {
delete this.markers[name];
},
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/**
* Called automatically by the AudioContext when the sound stops playing.
* Doesn't get called if the sound is set to loop or is a section of an Audio Sprite.
*
* @method Phaser.Sound#onEndedHandler
* @protected
*/
onEndedHandler: function () {
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this._sound.onended = null;
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this.isPlaying = false;
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this.currentTime = this.durationMS;
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this.stop();
},
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/**
* Called automatically by Phaser.SoundManager.
* @method Phaser.Sound#update
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* @protected
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*/
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update: function () {
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if (!this.game.cache.checkSoundKey(this.key))
{
this.destroy();
return;
}
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if (this.isDecoded &amp;&amp; !this._onDecodedEventDispatched)
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{
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this.onDecoded.dispatch(this);
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this._onDecodedEventDispatched = true;
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}
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if (this.pendingPlayback &amp;&amp; this.game.cache.isSoundReady(this.key))
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{
this.pendingPlayback = false;
this.play(this._tempMarker, this._tempPosition, this._tempVolume, this._tempLoop);
}
if (this.isPlaying)
{
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this.currentTime = this.game.time.time - this.startTime;
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if (this.currentTime >= this.durationMS)
{
if (this.usingWebAudio)
{
if (this.loop)
{
// won't work with markers, needs to reset the position
this.onLoop.dispatch(this);
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// Gets reset by the play function
this.isPlaying = false;
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if (this.currentMarker === '')
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{
this.currentTime = 0;
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this.startTime = this.game.time.time;
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this.isPlaying = true; // play not called again in this case
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}
else
{
this.onMarkerComplete.dispatch(this.currentMarker, this);
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this.play(this.currentMarker, 0, this.volume, true, true);
}
}
else
{
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// Stop if we're using an audio marker, otherwise we let onended handle it
if (this.currentMarker !== '')
{
this.stop();
}
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}
}
else
{
if (this.loop)
{
this.onLoop.dispatch(this);
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if (this.currentMarker === '')
{
this.currentTime = 0;
this.startTime = this.game.time.time;
}
// Gets reset by the play function
this.isPlaying = false;
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this.play(this.currentMarker, 0, this.volume, true, true);
}
else
{
this.stop();
}
}
}
}
},
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/**
* Loops this entire sound. If you need to loop a section of it then use Sound.play and the marker and loop parameters.
*
* @method Phaser.Sound#loopFull
* @param {number} [volume=1] - Volume of the sound you want to play. If none is given it will use the volume given to the Sound when it was created (which defaults to 1 if none was specified).
* @return {Phaser.Sound} This sound instance.
*/
loopFull: function (volume) {
this.play(null, 0, volume, true);
},
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/**
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* Play this sound, or a marked section of it.
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*
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* @method Phaser.Sound#play
* @param {string} [marker=''] - If you want to play a marker then give the key here, otherwise leave blank to play the full sound.
* @param {number} [position=0] - The starting position to play the sound from - this is ignored if you provide a marker.
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* @param {number} [volume=1] - Volume of the sound you want to play. If none is given it will use the volume given to the Sound when it was created (which defaults to 1 if none was specified).
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* @param {boolean} [loop=false] - Loop when finished playing? If not using a marker / audio sprite the looping will be done via the WebAudio loop property, otherwise it's time based.
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* @param {boolean} [forceRestart=true] - If the sound is already playing you can set forceRestart to restart it from the beginning.
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* @return {Phaser.Sound} This sound instance.
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*/
play: function (marker, position, volume, loop, forceRestart) {
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if (marker === undefined || marker === false || marker === null) { marker = ''; }
if (forceRestart === undefined) { forceRestart = true; }
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if (this.isPlaying &amp;&amp; !this.allowMultiple &amp;&amp; !forceRestart &amp;&amp; !this.override)
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{
// Use Restart instead
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return this;
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}
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if (this._sound &amp;&amp; this.isPlaying &amp;&amp; !this.allowMultiple &amp;&amp; (this.override || forceRestart))
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{
if (this.usingWebAudio)
{
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if (this._sound.stop === undefined)
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{
this._sound.noteOff(0);
}
else
{
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try {
this._sound.stop(0);
}
catch (e) {
}
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}
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if (this.externalNode)
{
this._sound.disconnect(this.externalNode);
}
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else if (this.gainNode)
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{
this._sound.disconnect(this.gainNode);
}
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}
else if (this.usingAudioTag)
{
this._sound.pause();
this._sound.currentTime = 0;
}
}
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if (marker === '' &amp;&amp; Object.keys(this.markers).length > 0)
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{
// If they didn't specify a marker but this is an audio sprite,
// we should never play the entire thing
return this;
}
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if (marker !== '')
{
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this.currentMarker = marker;
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if (this.markers[marker])
{
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// Playing a marker? Then we default to the marker values
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this.position = this.markers[marker].start;
this.volume = this.markers[marker].volume;
this.loop = this.markers[marker].loop;
this.duration = this.markers[marker].duration;
this.durationMS = this.markers[marker].durationMS;
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if (typeof volume !== 'undefined')
{
this.volume = volume;
}
if (typeof loop !== 'undefined')
{
this.loop = loop;
}
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this._tempMarker = marker;
this._tempPosition = this.position;
this._tempVolume = this.volume;
this._tempLoop = this.loop;
}
else
{
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// console.warn("Phaser.Sound.play: audio marker " + marker + " doesn't exist");
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return this;
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}
}
else
{
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position = position || 0;
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if (volume === undefined) { volume = this._volume; }
if (loop === undefined) { loop = this.loop; }
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this.position = Math.max(0, position);
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this.volume = volume;
this.loop = loop;
this.duration = 0;
this.durationMS = 0;
this._tempMarker = marker;
this._tempPosition = position;
this._tempVolume = volume;
this._tempLoop = loop;
}
if (this.usingWebAudio)
{
// Does the sound need decoding?
if (this.game.cache.isSoundDecoded(this.key))
{
this._sound = this.context.createBufferSource();
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if (this.externalNode)
{
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this._sound.connect(this.externalNode);
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}
else
{
this._sound.connect(this.gainNode);
}
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this._buffer = this.game.cache.getSoundData(this.key);
this._sound.buffer = this._buffer;
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if (this.loop &amp;&amp; marker === '')
{
this._sound.loop = true;
}
if (!this.loop &amp;&amp; marker === '')
{
this._sound.onended = this.onEndedHandler.bind(this);
}
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this.totalDuration = this._sound.buffer.duration;
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if (this.duration === 0)
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{
this.duration = this.totalDuration;
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this.durationMS = Math.ceil(this.totalDuration * 1000);
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}
// Useful to cache this somewhere perhaps?
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if (this._sound.start === undefined)
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{
this._sound.noteGrainOn(0, this.position, this.duration);
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}
else
{
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if (this.loop &amp;&amp; marker === '')
{
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this._sound.start(0, 0);
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}
else
{
this._sound.start(0, this.position, this.duration);
}
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}
this.isPlaying = true;
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this.startTime = this.game.time.time;
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this.currentTime = 0;
this.stopTime = this.startTime + this.durationMS;
this.onPlay.dispatch(this);
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}
else
{
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this.pendingPlayback = true;
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if (this.game.cache.getSound(this.key) &amp;&amp; this.game.cache.getSound(this.key).isDecoding === false)
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{
this.game.sound.decode(this.key, this);
}
}
}
else
{
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if (this.game.cache.getSound(this.key) &amp;&amp; this.game.cache.getSound(this.key).locked)
2013-10-03 00:21:08 +00:00
{
this.game.cache.reloadSound(this.key);
this.pendingPlayback = true;
}
else
{
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if (this._sound &amp;&amp; (this.game.device.cocoonJS || this._sound.readyState === 4))
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{
this._sound.play();
// This doesn't become available until you call play(), wonderful ...
this.totalDuration = this._sound.duration;
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if (this.duration === 0)
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{
this.duration = this.totalDuration;
this.durationMS = this.totalDuration * 1000;
}
this._sound.currentTime = this.position;
this._sound.muted = this._muted;
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if (this._muted || this.game.sound.mute)
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{
this._sound.volume = 0;
}
else
{
this._sound.volume = this._volume;
}
this.isPlaying = true;
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this.startTime = this.game.time.time;
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this.currentTime = 0;
this.stopTime = this.startTime + this.durationMS;
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this.onPlay.dispatch(this);
}
else
{
this.pendingPlayback = true;
}
}
}
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return this;
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2013-10-03 00:21:08 +00:00
},
/**
* Restart the sound, or a marked section of it.
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*
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* @method Phaser.Sound#restart
* @param {string} [marker=''] - If you want to play a marker then give the key here, otherwise leave blank to play the full sound.
* @param {number} [position=0] - The starting position to play the sound from - this is ignored if you provide a marker.
* @param {number} [volume=1] - Volume of the sound you want to play.
* @param {boolean} [loop=false] - Loop when it finished playing?
*/
restart: function (marker, position, volume, loop) {
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marker = marker || '';
position = position || 0;
volume = volume || 1;
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if (loop === undefined) { loop = false; }
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this.play(marker, position, volume, loop, true);
},
/**
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* Pauses the sound.
*
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* @method Phaser.Sound#pause
*/
pause: function () {
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if (this.isPlaying &amp;&amp; this._sound)
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{
this.paused = true;
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this.pausedPosition = this.currentTime;
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this.pausedTime = this.game.time.time;
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this._tempPause = this._sound.currentTime;
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this.onPause.dispatch(this);
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this.stop();
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}
},
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2013-10-03 00:21:08 +00:00
/**
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* Resumes the sound.
*
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* @method Phaser.Sound#resume
*/
resume: function () {
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if (this.paused &amp;&amp; this._sound)
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{
if (this.usingWebAudio)
{
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var p = Math.max(0, this.position + (this.pausedPosition / 1000));
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this._sound = this.context.createBufferSource();
this._sound.buffer = this._buffer;
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if (this.externalNode)
{
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this._sound.connect(this.externalNode);
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}
else
{
this._sound.connect(this.gainNode);
}
if (this.loop)
{
this._sound.loop = true;
}
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if (!this.loop &amp;&amp; this.currentMarker === '')
{
this._sound.onended = this.onEndedHandler.bind(this);
}
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var duration = this.duration - (this.pausedPosition / 1000);
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if (this._sound.start === undefined)
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{
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this._sound.noteGrainOn(0, p, duration);
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//this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it
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}
else
{
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if (this.loop &amp;&amp; this.game.device.chrome)
{
// Handle chrome bug: https://code.google.com/p/chromium/issues/detail?id=457099
if (this.game.device.chromeVersion === 42)
{
this._sound.start(0);
}
else
{
this._sound.start(0, p);
}
}
else
{
this._sound.start(0, p, duration);
}
2013-10-03 00:21:08 +00:00
}
}
else
{
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this._sound.currentTime = this._tempPause;
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this._sound.play();
}
this.isPlaying = true;
this.paused = false;
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this.startTime += (this.game.time.time - this.pausedTime);
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this.onResume.dispatch(this);
}
},
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/**
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* Stop playing this sound.
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*
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* @method Phaser.Sound#stop
*/
stop: function () {
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if (this.isPlaying &amp;&amp; this._sound)
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{
if (this.usingWebAudio)
{
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if (this._sound.stop === undefined)
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{
this._sound.noteOff(0);
}
else
{
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try {
this._sound.stop(0);
}
catch (e)
{
// Thanks Android 4.4
}
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}
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if (this.externalNode)
{
this._sound.disconnect(this.externalNode);
}
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else if (this.gainNode)
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{
this._sound.disconnect(this.gainNode);
}
2013-10-03 00:21:08 +00:00
}
else if (this.usingAudioTag)
{
this._sound.pause();
this._sound.currentTime = 0;
}
}
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this.pendingPlayback = false;
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this.isPlaying = false;
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if (!this.paused)
{
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var prevMarker = this.currentMarker;
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if (this.currentMarker !== '')
{
this.onMarkerComplete.dispatch(this.currentMarker, this);
}
2014-07-10 19:31:11 +00:00
2016-02-08 17:01:36 +00:00
this.currentMarker = '';
if (this.fadeTween !== null)
{
this.fadeTween.stop();
}
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2014-07-10 19:31:11 +00:00
this.onStop.dispatch(this, prevMarker);
}
2013-10-03 00:21:08 +00:00
2014-04-10 22:13:43 +00:00
},
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/**
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* Starts this sound playing (or restarts it if already doing so) and sets the volume to zero.
* Then increases the volume from 0 to 1 over the duration specified.
*
* At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter,
* and the final volume (1) as the second parameter.
*
* @method Phaser.Sound#fadeIn
* @param {number} [duration=1000] - The time in milliseconds over which the Sound should fade in.
* @param {boolean} [loop=false] - Should the Sound be set to loop? Note that this doesn't cause the fade to repeat.
* @param {string} [marker=(current marker)] - The marker to start at; defaults to the current (last played) marker. To start playing from the beginning specify specify a marker of `''`.
*/
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fadeIn: function (duration, loop, marker) {
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if (loop === undefined) { loop = false; }
if (marker === undefined) { marker = this.currentMarker; }
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if (this.paused)
{
return;
}
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this.play(marker, 0, 0, loop);
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this.fadeTo(duration, 1);
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},
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2014-10-09 15:12:53 +00:00
/**
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* Decreases the volume of this Sound from its current value to 0 over the duration specified.
* At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter,
* and the final volume (0) as the second parameter.
*
* @method Phaser.Sound#fadeOut
* @param {number} [duration=1000] - The time in milliseconds over which the Sound should fade out.
*/
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fadeOut: function (duration) {
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this.fadeTo(duration, 0);
},
/**
2016-04-22 14:15:28 +00:00
* Fades the volume of this Sound from its current value to the given volume over the duration specified.
* At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter,
* and the final volume (volume) as the second parameter.
*
* @method Phaser.Sound#fadeTo
* @param {number} [duration=1000] - The time in milliseconds during which the Sound should fade out.
* @param {number} [volume] - The volume which the Sound should fade to. This is a value between 0 and 1.
*/
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fadeTo: function (duration, volume) {
if (!this.isPlaying || this.paused || volume === this.volume)
{
return;
}
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if (duration === undefined) { duration = 1000; }
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2015-07-22 14:31:30 +00:00
if (volume === undefined)
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{
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console.warn("Phaser.Sound.fadeTo: No Volume Specified.");
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return;
}
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this.fadeTween = this.game.add.tween(this).to( { volume: volume }, duration, Phaser.Easing.Linear.None, true);
2014-10-09 15:12:53 +00:00
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this.fadeTween.onComplete.add(this.fadeComplete, this);
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},
/**
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* Internal handler for Sound.fadeIn, Sound.fadeOut and Sound.fadeTo.
*
* @method Phaser.Sound#fadeComplete
* @private
*/
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fadeComplete: function () {
this.onFadeComplete.dispatch(this, this.volume);
if (this.volume === 0)
{
this.stop();
}
},
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/**
* Called automatically by SoundManager.volume.
*
* Sets the volume of AudioTag Sounds as a percentage of the Global Volume.
*
* You should not normally call this directly.
*
* @method Phaser.Sound#updateGlobalVolume
* @protected
* @param {float} globalVolume - The global SoundManager volume.
*/
updateGlobalVolume: function (globalVolume) {
// this._volume is the % of the global volume this sound should be played at
if (this.usingAudioTag &amp;&amp; this._sound)
{
this._sound.volume = globalVolume * this._volume;
}
},
2014-04-10 22:13:43 +00:00
/**
* Destroys this sound and all associated events and removes it from the SoundManager.
*
* @method Phaser.Sound#destroy
* @param {boolean} [remove=true] - If true this Sound is automatically removed from the SoundManager.
*/
destroy: function (remove) {
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if (remove === undefined) { remove = true; }
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this.stop();
if (remove)
{
this.game.sound.remove(this);
}
2014-07-10 19:31:11 +00:00
else
{
this.markers = {};
this.context = null;
this._buffer = null;
this.externalNode = null;
this.onDecoded.dispose();
this.onPlay.dispose();
this.onPause.dispose();
this.onResume.dispose();
this.onLoop.dispose();
this.onStop.dispose();
this.onMute.dispose();
this.onMarkerComplete.dispose();
}
2014-04-10 22:13:43 +00:00
2013-10-03 00:21:08 +00:00
}
};
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Phaser.Sound.prototype.constructor = Phaser.Sound;
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/**
* @name Phaser.Sound#isDecoding
* @property {boolean} isDecoding - Returns true if the sound file is still decoding.
* @readonly
*/
Object.defineProperty(Phaser.Sound.prototype, "isDecoding", {
get: function () {
return this.game.cache.getSound(this.key).isDecoding;
}
});
/**
* @name Phaser.Sound#isDecoded
* @property {boolean} isDecoded - Returns true if the sound file has decoded.
* @readonly
*/
Object.defineProperty(Phaser.Sound.prototype, "isDecoded", {
get: function () {
return this.game.cache.isSoundDecoded(this.key);
}
});
/**
* @name Phaser.Sound#mute
* @property {boolean} mute - Gets or sets the muted state of this sound.
*/
Object.defineProperty(Phaser.Sound.prototype, "mute", {
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get: function () {
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return (this._muted || this.game.sound.mute);
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},
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set: function (value) {
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value = value || false;
if (value === this._muted)
{
return;
}
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if (value)
{
this._muted = true;
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this._muteVolume = this._tempVolume;
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if (this.usingWebAudio)
{
this.gainNode.gain.value = 0;
}
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else if (this.usingAudioTag &amp;&amp; this._sound)
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{
this._sound.volume = 0;
}
}
else
{
this._muted = false;
if (this.usingWebAudio)
{
this.gainNode.gain.value = this._muteVolume;
}
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else if (this.usingAudioTag &amp;&amp; this._sound)
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{
this._sound.volume = this._muteVolume;
}
}
this.onMute.dispatch(this);
}
});
/**
* @name Phaser.Sound#volume
* @property {number} volume - Gets or sets the volume of this sound, a value between 0 and 1.
* @readonly
*/
Object.defineProperty(Phaser.Sound.prototype, "volume", {
get: function () {
return this._volume;
},
set: function (value) {
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// Causes an Index size error in Firefox if you don't clamp the value
if (this.game.device.firefox &amp;&amp; this.usingAudioTag)
{
value = this.game.math.clamp(value, 0, 1);
}
if (this._muted)
{
this._muteVolume = value;
return;
}
this._tempVolume = value;
this._volume = value;
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if (this.usingWebAudio)
{
this.gainNode.gain.value = value;
}
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else if (this.usingAudioTag &amp;&amp; this._sound)
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{
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this._sound.volume = value;
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}
}
});
</pre>
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
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on Mon Jul 11 2016 10:10:43 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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