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< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.State.html" > State< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Text.html" > Text< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Time.html" > Time< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
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< li class = "class-depth-2" >
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< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.World.html" > World< / a >
< / li >
< / ul >
< / li >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span12" >
< div id = "main" >
< h1 class = "page-title" > Source: sound/SoundManager.js< / h1 >
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Sound Manager constructor.
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* 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.
* Note: On Firefox 25+ on Linux if you have media.gstreamer disabled in about:config then it cannot play back mp3 or m4a files.
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* The audio file type and the encoding of those files are extremely important. Not all browsers can play all audio formats.
* There is a good guide to what's supported here: http://hpr.dogphilosophy.net/test/
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*
* @class Phaser.SoundManager
* @classdesc Phaser Sound Manager.
* @constructor
* @param {Phaser.Game} game reference to the current game instance.
*/
Phaser.SoundManager = function (game) {
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/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
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/**
* @property {Phaser.Signal} onSoundDecode - The event dispatched when a sound decodes (typically only for mp3 files)
*/
this.onSoundDecode = new Phaser.Signal();
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/**
* @property {boolean} _codeMuted - Internal mute tracking var.
* @private
* @default
*/
this._codeMuted = false;
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/**
* @property {boolean} _muted - Internal mute tracking var.
* @private
* @default
*/
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this._muted = false;
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/**
* @property {Description} _unlockSource - Internal unlock tracking var.
* @private
* @default
*/
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this._unlockSource = null;
/**
* @property {number} _volume - The global audio volume. A value between 0 (silence) and 1 (full volume).
* @private
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* @default
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*/
this._volume = 1;
/**
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* @property {array} _sounds - An array containing all the sounds
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* @private
*/
this._sounds = [];
/**
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* @property {AudioContext} context - The AudioContext being used for playback.
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* @default
*/
this.context = null;
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/**
* @property {boolean} usingWebAudio - true if this sound is being played with Web Audio.
* @readonly
*/
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this.usingWebAudio = true;
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/**
* @property {boolean} usingAudioTag - true if the sound is being played via the Audio tag.
* @readonly
*/
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this.usingAudioTag = false;
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/**
* @property {boolean} noAudio - Has audio been disabled via the PhaserGlobal object? Useful if you need to use a 3rd party audio library instead.
* @default
*/
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this.noAudio = false;
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/**
* @property {boolean} connectToMaster - Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the SoundManager master gain node.
* @default
*/
this.connectToMaster = true;
/**
* @property {boolean} touchLocked - true if the audio system is currently locked awaiting a touch event.
* @default
*/
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this.touchLocked = false;
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/**
* @property {number} channels - The number of audio channels to use in playback.
* @default
*/
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this.channels = 32;
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};
Phaser.SoundManager.prototype = {
/**
* Initialises the sound manager.
* @method Phaser.SoundManager#boot
* @protected
*/
boot: function () {
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if (this.game.device.iOS & & this.game.device.webAudio === false)
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{
this.channels = 1;
}
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if (!this.game.device.cocoonJS & & this.game.device.iOS || (window['PhaserGlobal'] & & window['PhaserGlobal'].fakeiOSTouchLock))
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{
this.game.input.touch.callbackContext = this;
this.game.input.touch.touchStartCallback = this.unlock;
this.game.input.mouse.callbackContext = this;
this.game.input.mouse.mouseDownCallback = this.unlock;
this.touchLocked = true;
}
else
{
this.touchLocked = false;
}
if (window['PhaserGlobal'])
{
// Check to see if all audio playback is disabled (i.e. handled by a 3rd party class)
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if (window['PhaserGlobal'].disableAudio === true)
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{
this.usingWebAudio = false;
this.noAudio = true;
return;
}
// Check if the Web Audio API is disabled (for testing Audio Tag playback during development)
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if (window['PhaserGlobal'].disableWebAudio === true)
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{
this.usingWebAudio = false;
this.usingAudioTag = true;
this.noAudio = false;
return;
}
}
if (!!window['AudioContext'])
{
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try {
this.context = new window['AudioContext']();
} catch (error) {
this.context = null;
this.usingWebAudio = false;
this.noAudio = true;
}
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}
else if (!!window['webkitAudioContext'])
{
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try {
this.context = new window['webkitAudioContext']();
} catch (error) {
this.context = null;
this.usingWebAudio = false;
this.noAudio = true;
}
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}
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if (!!window['Audio'] & & this.context === null)
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{
this.usingWebAudio = false;
this.usingAudioTag = true;
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this.noAudio = false;
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}
if (this.context !== null)
{
if (typeof this.context.createGain === 'undefined')
{
this.masterGain = this.context.createGainNode();
}
else
{
this.masterGain = this.context.createGain();
}
this.masterGain.gain.value = 1;
this.masterGain.connect(this.context.destination);
}
},
/**
* Enables the audio, usually after the first touch.
* @method Phaser.SoundManager#unlock
*/
unlock: function () {
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if (this.touchLocked === false)
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{
return;
}
// Global override (mostly for Audio Tag testing)
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if (this.game.device.webAudio === false || (window['PhaserGlobal'] & & window['PhaserGlobal'].disableWebAudio === true))
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{
// Create an Audio tag?
this.touchLocked = false;
this._unlockSource = null;
this.game.input.touch.callbackContext = null;
this.game.input.touch.touchStartCallback = null;
this.game.input.mouse.callbackContext = null;
this.game.input.mouse.mouseDownCallback = null;
}
else
{
// Create empty buffer and play it
var buffer = this.context.createBuffer(1, 1, 22050);
this._unlockSource = this.context.createBufferSource();
this._unlockSource.buffer = buffer;
this._unlockSource.connect(this.context.destination);
this._unlockSource.noteOn(0);
}
},
/**
* Stops all the sounds in the game.
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*
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* @method Phaser.SoundManager#stopAll
*/
stopAll: function () {
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i])
{
this._sounds[i].stop();
}
}
},
/**
* Pauses all the sounds in the game.
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*
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* @method Phaser.SoundManager#pauseAll
*/
pauseAll: function () {
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i])
{
this._sounds[i].pause();
}
}
},
/**
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* Resumes every sound in the game.
*
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* @method Phaser.SoundManager#resumeAll
*/
resumeAll: function () {
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i])
{
this._sounds[i].resume();
}
}
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},
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/**
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* Decode a sound by its assets key.
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*
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* @method Phaser.SoundManager#decode
* @param {string} key - Assets key of the sound to be decoded.
* @param {Phaser.Sound} [sound] - Its buffer will be set to decoded data.
*/
decode: function (key, sound) {
sound = sound || null;
var soundData = this.game.cache.getSoundData(key);
if (soundData)
{
if (this.game.cache.isSoundDecoded(key) === false)
{
this.game.cache.updateSound(key, 'isDecoding', true);
var that = this;
this.context.decodeAudioData(soundData, function (buffer) {
that.game.cache.decodedSound(key, buffer);
if (sound)
{
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that.onSoundDecode.dispatch(key, sound);
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}
});
}
}
},
/**
* Updates every sound in the game.
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*
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* @method Phaser.SoundManager#update
*/
update: function () {
if (this.touchLocked)
{
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if (this.game.device.webAudio & & this._unlockSource !== null)
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{
if ((this._unlockSource.playbackState === this._unlockSource.PLAYING_STATE || this._unlockSource.playbackState === this._unlockSource.FINISHED_STATE))
{
this.touchLocked = false;
this._unlockSource = null;
this.game.input.touch.callbackContext = null;
this.game.input.touch.touchStartCallback = null;
}
}
}
for (var i = 0; i < this._sounds.length; i++)
{
this._sounds[i].update();
}
},
/**
* Adds a new Sound into the SoundManager.
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*
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* @method Phaser.SoundManager#add
* @param {string} key - Asset key for the sound.
* @param {number} [volume=1] - Default value for the volume.
* @param {boolean} [loop=false] - Whether or not the sound will loop.
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* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
* @return {Phaser.Sound} The new sound instance.
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*/
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add: function (key, volume, loop, connect) {
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if (typeof volume === 'undefined') { volume = 1; }
if (typeof loop === 'undefined') { loop = false; }
if (typeof connect === 'undefined') { connect = this.connectToMaster; }
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var sound = new Phaser.Sound(this.game, key, volume, loop, connect);
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this._sounds.push(sound);
return sound;
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},
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/**
* Removes a Sound from the SoundManager. The removed Sound is destroyed before removal.
*
* @method Phaser.SoundManager#remove
* @param {Phaser.Sound} sound - The sound object to remove.
* @return {boolean} True if the sound was removed successfully, otherwise false.
*/
remove: function (sound) {
var i = this._sounds.length;
while (i--)
{
if (this._sounds[i] === sound)
{
this._sounds[i].destroy(false);
this._sounds.splice(i, 1);
return true;
}
}
return false;
},
/**
* Removes all Sounds from the SoundManager that have an asset key matching the given value.
* The removed Sounds are destroyed before removal.
*
* @method Phaser.SoundManager#removeByKey
* @param {string} key - The key to match when removing sound objects.
* @return {number} The number of matching sound objects that were removed.
*/
removeByKey: function (key) {
var i = this._sounds.length;
var removed = 0;
while (i--)
{
if (this._sounds[i].key === key)
{
this._sounds[i].destroy(false);
this._sounds.splice(i, 1);
removed++;
}
}
return removed;
},
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/**
* Adds a new Sound into the SoundManager and starts it playing.
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*
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* @method Phaser.SoundManager#play
* @param {string} key - Asset key for the sound.
* @param {number} [volume=1] - Default value for the volume.
* @param {boolean} [loop=false] - Whether or not the sound will loop.
* @return {Phaser.Sound} The new sound instance.
*/
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play: function (key, volume, loop) {
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var sound = this.add(key, volume, loop);
sound.play();
return sound;
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},
/**
* Internal mute handler called automatically by the Sound.mute setter.
*
* @method Phaser.SoundManager#setMute
* @private
*/
setMute: function () {
if (this._muted)
{
return;
}
this._muted = true;
if (this.usingWebAudio)
{
this._muteVolume = this.masterGain.gain.value;
this.masterGain.gain.value = 0;
}
// Loop through sounds
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i].usingAudioTag)
{
this._sounds[i].mute = true;
}
}
},
/**
* Internal mute handler called automatically by the Sound.mute setter.
*
* @method Phaser.SoundManager#unsetMute
* @private
*/
unsetMute: function () {
if (!this._muted || this._codeMuted)
{
return;
}
this._muted = false;
if (this.usingWebAudio)
{
this.masterGain.gain.value = this._muteVolume;
}
// Loop through sounds
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i].usingAudioTag)
{
this._sounds[i].mute = false;
}
}
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},
/**
* Stops all the sounds in the game, then destroys them and finally clears up any callbacks.
*
* @method Phaser.SoundManager#destroy
*/
destroy: function () {
this.stopAll();
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i])
{
this._sounds[i].destroy();
}
}
this._sounds = [];
this.onSoundDecode.dispose();
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}
};
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Phaser.SoundManager.prototype.constructor = Phaser.SoundManager;
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/**
* @name Phaser.SoundManager#mute
* @property {boolean} mute - Gets or sets the muted state of the SoundManager. This effects all sounds in the game.
*/
Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
get: function () {
return this._muted;
},
set: function (value) {
value = value || null;
if (value)
{
if (this._muted)
{
return;
}
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this._codeMuted = true;
this.setMute();
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}
else
{
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if (!this._muted)
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{
return;
}
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this._codeMuted = false;
this.unsetMute();
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}
}
});
/**
* @name Phaser.SoundManager#volume
* @property {number} volume - Gets or sets the global volume of the SoundManager, a value between 0 and 1.
*/
Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
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get: function () {
if (this.usingWebAudio)
{
return this.masterGain.gain.value;
}
else
{
return this._volume;
}
},
set: function (value) {
this._volume = value;
if (this.usingWebAudio)
{
this.masterGain.gain.value = value;
}
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else
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{
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// Loop through the sound cache and change the volume of all html audio tags
for (var i = 0; i < this._sounds.length; i++)
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{
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if (this._sounds[i].usingAudioTag)
{
this._sounds[i].volume = this._sounds[i].volume * value;
}
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}
}
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}
});
< / pre >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2014 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 3.3.0-dev< / a >
2014-09-09 14:36:56 +00:00
on Tue Sep 09 2014 15:29:17 GMT+0100 (BST) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
2013-10-03 00:21:08 +00:00
< / span >
< / footer >
< / 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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anchorName : function(i, heading, prefix) {
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return $(heading).attr("id") || ( prefix + i );
},
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selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >