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2014-02-21 15:37:26 +00:00
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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.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
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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
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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
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< 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 >
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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.QuadTree.html" > QuadTree< / 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.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
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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
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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
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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
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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.Sound.html" > Sound< / 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.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
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2014-02-18 03:01:51 +00:00
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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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2013-10-03 00:21:08 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-03 00:21:08 +00:00
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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
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2013-11-28 15:57:09 +00:00
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
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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.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
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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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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
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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
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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
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2014-11-25 00:23:44 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-03 01:38:35 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-03 01:38:35 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-03 01:38:35 +00:00
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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
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2013-10-03 00:21:08 +00:00
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2014-11-15 20:01:46 +00:00
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2015-07-22 14:31:30 +00:00
< a href = "Phaser.World.html" > World< / 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.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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< 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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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.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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2015-03-23 23:46:30 +00:00
< a href = "PIXI.PIXI.html" > PIXI< / 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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2014-11-15 20:01:46 +00:00
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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
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2014-11-15 20:01:46 +00:00
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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
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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.Rope.html" > 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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2014-11-15 20:01:46 +00:00
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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
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2014-11-15 20:01:46 +00:00
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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
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2014-11-15 20:01:46 +00:00
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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
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2014-11-15 20:01:46 +00:00
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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.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" >
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class="caret">< / b > < / a >
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2014-11-15 20:01:46 +00:00
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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2015-03-23 23:46:30 +00:00
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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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< a href = "global.html#CANVAS" > CANVAS< / a >
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< a href = "global.html#CANVAS_FILTER" > CANVAS_FILTER< / 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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< a href = "global.html#DOWN" > DOWN< / a >
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< a href = "global.html#ELLIPSE" > ELLIPSE< / a >
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< a href = "global.html#EMITTER" > EMITTER< / a >
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< a href = "global.html#GAMES" > GAMES< / a >
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< a href = "global.html#GRAPHICS" > GRAPHICS< / a >
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< a href = "global.html#GROUP" > GROUP< / a >
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< a href = "global.html#HEADLESS" > HEADLESS< / a >
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< a href = "global.html#IMAGE" > IMAGE< / a >
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< a href = "global.html#LEFT" > LEFT< / a >
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< a href = "global.html#LINE" > LINE< / a >
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< a href = "global.html#MATRIX" > MATRIX< / a >
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< a href = "global.html#NONE" > NONE< / a >
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2016-02-08 17:01:36 +00:00
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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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< li class = "class-depth-0" >
< a href = "global.html#POINTER" > POINTER< / a >
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< a href = "global.html#POLYGON" > POLYGON< / 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#RECTANGLE" > RECTANGLE< / 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#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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2015-07-22 14:31:30 +00:00
< a href = "global.html#RIGHT" > RIGHT< / 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#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
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< 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
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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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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
< a href = "global.html#SPRITEBATCH" > SPRITEBATCH< / 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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< 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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< a href = "global.html#UP" > UP< / a >
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< a href = "global.html#VERSION" > VERSION< / a >
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< a href = "global.html#VIDEO" > VIDEO< / a >
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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 >
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< 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.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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< / ul >
< / li >
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< 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 >
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< 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.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 >
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< ul class = "dropdown-menu " >
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< 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.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.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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< 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 = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
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< 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 >
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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 >
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< li class = "class-depth-1" > < a href = "http://stackoverflow.com/questions/tagged/phaser-framework" > Stack Overflow< / a > < / li >
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< / ul >
< / li >
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< / ul >
< / div >
< / div >
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< div id = "main" >
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<!-- <h1 class="page - title">Class: Sound</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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Sound
< / h2 >
< / header >
< article >
< div class = "container-overview" >
< dt >
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< h4 class = "name "
id="Sound">< span class = "type-signature" > < / span > new Sound< span class = "signature" > (game, key, < span class = "optional" > volume< / span > , < span class = "optional" > loop< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The Sound class constructor.< / 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 > game< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > Reference to the current game instance.< / p > < / td >
< / tr >
< 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, between 0 and 1.< / 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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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_sound_Sound.js.html" > sound/Sound.js< / a > , < a href = "src_sound_Sound.js.html#sunlight-1-line-17" > line 17< / a >
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< / dt >
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< / dl >
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< / dd >
< / div >
< h3 class = "subsection-title" > Members< / h3 >
< dl >
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< dt >
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< h4 class = "name "
id="allowMultiple">< span class = "type-signature" > < / span > allowMultiple< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > 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.< / 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 >
< / dd >
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< dt >
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< h4 class = "name "
id="autoplay">< span class = "type-signature" > < / span > autoplay< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Boolean indicating whether the sound should start automatically.< / 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="context">< span class = "type-signature" > < / span > context< span class = "type-signature" > :AudioContext< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > Reference to the AudioContext instance.< / 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_Sound.js.html" > sound/Sound.js< / a > , < a href = "src_sound_Sound.js.html#sunlight-1-line-57" > line 57< / a >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="currentMarker">< span class = "type-signature" > < / span > currentMarker< span class = "type-signature" > :string< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The string ID of the currently playing marker, if any.< / p >
< / div >
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< dl class = "details" >
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< / dt >
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< / dl >
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< dt >
< h4 class = "name "
id="currentTime">< span class = "type-signature" > < / span > currentTime< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > The current time the sound is at.< / 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 >
< / dd >
< dt >
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< h4 class = "name "
id="duration">< span class = "type-signature" > < / span > duration< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The duration of the current sound marker in seconds.< / p >
< / div >
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< dt >
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< h4 class = "name "
id="durationMS">< span class = "type-signature" > < / span > durationMS< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
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< p > The duration of the current sound marker in ms.< / p >
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< p > If defined this Sound won't connect to the SoundManager master gain node, but will instead connect to externalNode.< / p >
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< p > The tween that fades the audio, set via Sound.fadeIn and Sound.fadeOut.< / p >
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< p > The gain node in a Web Audio system.< / p >
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< p > A reference to the currently running Game.< / p >
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< p > Returns true if the sound file has decoded.< / p >
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< p > Returns true if the sound file is still decoding.< / p >
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< p > true if the sound is currently playing, otherwise false.< / p >
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< p > Asset key for the sound.< / p >
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< p > Whether or not the sound or current sound marker will loop.< / p >
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< p > The sound markers.< / p >
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< p > The master gain node in a Web Audio system.< / p >
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< p > Gets or sets the muted state of this sound.< / p >
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< p > Name of the sound.< / p >
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< p > The onDecoded event is dispatched when the sound has finished decoding (typically for mp3 files)< / p >
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< p > The onFadeComplete event is dispatched when this sound finishes fading either in or out.< / p >
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< p > The onLoop event is dispatched when this sound loops during playback.< / p >
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< p > The onMarkerComplete event is dispatched when a marker within this sound completes playback.< / p >
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< p > The onMouse event is dispatched when this sound is muted.< / p >
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< p > The onPause event is dispatched when this sound is paused.< / p >
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< p > The onPlay event is dispatched each time this sound is played.< / p >
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< p > The onResume event is dispatched when this sound is resumed from a paused state.< / p >
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< p > The onStop event is dispatched when this sound stops playback.< / p >
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< p > if true when you play this sound it will always start from the beginning.< / p >
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id="paused">< span class = "type-signature" > < / span > paused< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > true if the sound is paused, otherwise false.< / p >
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< p > The position the sound had reached when it was paused.< / p >
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< h4 class = "name "
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< p > The game time at which the sound was paused.< / p >
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< p > true if the sound file is pending playback< / p >
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< p > The position of the current sound marker.< / p >
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< p > The time the Sound starts at (typically 0 unless starting from a marker)< / p >
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< p > The time the sound stopped.< / p >
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< p > The total duration of the sound in seconds.< / p >
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< dt >
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< h4 class = "name "
id="usingAudioTag">< span class = "type-signature" > < / span > usingAudioTag< span class = "type-signature" > :boolean< / span > < / h4 >
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< dd >
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< div class = "description" >
< p > true if the sound is being played via the Audio tag.< / p >
< / div >
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< / dt >
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< dt >
< h4 class = "name "
id="usingWebAudio">< span class = "type-signature" > < readonly> < / span > usingWebAudio< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > true if this sound is being played with Web Audio.< / p >
< / div >
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< dt >
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id="volume">< span class = "type-signature" > < readonly> < / span > volume< span class = "type-signature" > :number< / span > < / h4 >
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< p > Gets or sets the volume of this sound, a value between 0 and 1.< / p >
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< / div >
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< dt >
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id="volume">< span class = "type-signature" > < / span > volume< span class = "type-signature" > :number< / span > < / h4 >
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< div class = "description" >
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< p > The sound or sound marker volume. A value between 0 (silence) and 1 (full volume).< / p >
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< / div >
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< a href = "src_sound_Sound.js.html" > sound/Sound.js< / a > , < a href = "src_sound_Sound.js.html#sunlight-1-line-47" > line 47< / a >
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< h3 class = "subsection-title" > Methods< / h3 >
< dl >
< dt >
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< h4 class = "name "
id="addMarker">< span class = "type-signature" > < / span > addMarker< span class = "signature" > (name, start, duration, < span class = "optional" > volume< / span > , < span class = "optional" > loop< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< div class = "description" >
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< p > 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.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > name< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
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< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > A unique name for this marker, i.e. 'explosion', 'gunshot', etc.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > start< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The start point of this marker in the audio file, given in seconds. 2.5 = 2500ms, 0.5 = 500ms, etc.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > duration< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The duration of the marker in seconds. 2.5 = 2500ms, 0.5 = 500ms, etc.< / 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 > The volume the sound will play back at, between 0 (silent) and 1 (full 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 > Sets if the sound will loop or not.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< a href = "src_sound_Sound.js.html" > sound/Sound.js< / a > , < a href = "src_sound_Sound.js.html#sunlight-1-line-347" > line 347< / a >
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< / dt >
< / dl >
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< dt >
< h4 class = "name "
id="destroy">< span class = "type-signature" > < / span > destroy< span class = "signature" > (< span class = "optional" > remove< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Destroys this sound and all associated events and removes it from 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 > remove< / 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 > If true this Sound is automatically removed from the SoundManager.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dt >
< h4 class = "name "
id="fadeIn">< span class = "type-signature" > < / span > fadeIn< span class = "signature" > (< span class = "optional" > duration< / span > , < span class = "optional" > loop< / span > , < span class = "optional" > marker< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< div class = "description" >
< p > 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.< / p >
< p > 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.< / p >
< / div >
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< h5 > Parameters:< / h5 >
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< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
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< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
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< tbody >
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< tr >
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< td class = "name" > < code > duration< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
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< optional>< br >
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< / td >
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< td class = "default" >
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1000
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< / td >
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< td class = "description last" > < p > The time in milliseconds over which the Sound should fade in.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > loop< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
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false
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< / td >
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< td class = "description last" > < p > Should the Sound be set to loop? Note that this doesn't cause the fade to repeat.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > marker< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
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(current marker)
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< / td >
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< td class = "description last" > < p > The marker to start at; defaults to the current (last played) marker. To start playing from the beginning specify specify a marker of < code > ''< / code > .< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< a href = "src_sound_Sound.js.html" > sound/Sound.js< / a > , < a href = "src_sound_Sound.js.html#sunlight-1-line-903" > line 903< / a >
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< dt >
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< h4 class = "name "
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id="fadeOut">< span class = "type-signature" > < / span > fadeOut< span class = "signature" > (< span class = "optional" > duration< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< div class = "description" >
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< p > 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.< / 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 > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > duration< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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1000
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< / td >
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< td class = "description last" > < p > The time in milliseconds over which the Sound should fade out.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< / dl >
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< dt >
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< h4 class = "name "
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id="fadeTo">< span class = "type-signature" > < / span > fadeTo< span class = "signature" > (< span class = "optional" > duration< / span > , < span class = "optional" > volume< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< div class = "description" >
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< p > 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.< / 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 > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > duration< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
1000
< / td >
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< td class = "description last" > < p > The time in milliseconds during which the Sound should fade out.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > volume< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The volume which the Sound should fade to. This is a value between 0 and 1.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dt class = "tag-source" > Source -
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< a href = "src_sound_Sound.js.html" > sound/Sound.js< / a > , < a href = "src_sound_Sound.js.html#sunlight-1-line-945" > line 945< / 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="loopFull">< span class = "type-signature" > < / span > loopFull< span class = "signature" > (< span class = "optional" > volume< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Sound.html" > Phaser.Sound< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Loops this entire sound. If you need to loop a section of it then use Sound.play and the marker and loop parameters.< / p >
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< / div >
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< 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 >
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< td class = "name" > < code > volume< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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1
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< / td >
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< td class = "description last" > < p > 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).< / p > < / td >
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< / 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 > This sound instance.< / p >
< / div >
< / div >
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< dt class = "tag-source" > Source -
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< a href = "src_sound_Sound.js.html" > sound/Sound.js< / a > , < a href = "src_sound_Sound.js.html#sunlight-1-line-476" > line 476< / a >
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< h4 class = "name "
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id="onEndedHandler">< span class = "type-signature" > < internal> < / span > onEndedHandler< 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 > 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.< / 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 >
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< h4 class = "name "
id="pause">< span class = "type-signature" > < / span > pause< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< div class = "description" >
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< p > Pauses the sound.< / p >
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< / div >
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< / dt >
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< / dd >
< dt >
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< h4 class = "name "
id="play">< span class = "type-signature" > < / span > play< span class = "signature" > (< span class = "optional" > marker< / span > , < span class = "optional" > position< / span > , < span class = "optional" > volume< / span > , < span class = "optional" > loop< / span > , < span class = "optional" > forceRestart< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Sound.html" > Phaser.Sound< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Play this sound, or a marked section of it.< / 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 > marker< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
''
< / td >
< td class = "description last" > < p > If you want to play a marker then give the key here, otherwise leave blank to play the full sound.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > position< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > The starting position to play the sound from - this is ignored if you provide a marker.< / 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 >
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< td class = "description last" > < p > 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).< / p > < / td >
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< / 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 >
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< td class = "description last" > < p > 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.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > forceRestart< / 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 > If the sound is already playing you can set forceRestart to restart it from the beginning.< / 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 > This sound instance.< / p >
< / div >
< / div >
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< / dt >
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< dt >
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< h4 class = "name "
id="removeMarker">< span class = "type-signature" > < / span > removeMarker< span class = "signature" > (name)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Removes a marker from the sound.< / 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 > name< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < p > The key of the marker to remove.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< a href = "src_sound_Sound.js.html" > sound/Sound.js< / a > , < a href = "src_sound_Sound.js.html#sunlight-1-line-375" > line 375< / a >
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< / dt >
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< dt >
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< h4 class = "name "
id="restart">< span class = "type-signature" > < / span > restart< span class = "signature" > (< span class = "optional" > marker< / span > , < span class = "optional" > position< / span > , < span class = "optional" > volume< / span > , < span class = "optional" > loop< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Restart the sound, or a marked section of it.< / 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 > marker< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
''
< / td >
< td class = "description last" > < p > If you want to play a marker then give the key here, otherwise leave blank to play the full sound.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > position< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > The starting position to play the sound from - this is ignored if you provide a marker.< / 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 > Volume of the sound you want to play.< / 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 > Loop when it finished playing?< / p > < / td >
< / tr >
< / tbody >
< / table >
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< / dt >
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< dt >
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< h4 class = "name "
id="resume">< span class = "type-signature" > < / span > resume< 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 the sound.< / p >
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< / div >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="soundHasUnlocked">< span class = "type-signature" > < internal> < / span > soundHasUnlocked< span class = "signature" > (key)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Called automatically when this sound is unlocked.< / 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 >
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< td class = "description last" > < p > The Phaser.Cache key of the sound file to check for decoding.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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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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< a href = "src_sound_Sound.js.html" > sound/Sound.js< / a > , < a href = "src_sound_Sound.js.html#sunlight-1-line-331" > line 331< / 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="stop">< span class = "type-signature" > < / span > stop< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Stop playing this sound.< / p >
< / div >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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" >
< p > Called automatically by Phaser.SoundManager.< / 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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< / dt >
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< / dd >
< dt >
< h4 class = "name "
id="updateGlobalVolume">< span class = "type-signature" > < internal> < / span > updateGlobalVolume< span class = "signature" > (globalVolume)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Called automatically by SoundManager.volume.< / p >
< p > Sets the volume of AudioTag Sounds as a percentage of the Global Volume.< / p >
< p > You should not normally call this directly.< / 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 > globalVolume< / code > < / td >
< td class = "type" >
< span class = "param-type" > float< / span >
< / td >
< td class = "description last" > < p > The global SoundManager volume.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< 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 >
< dt class = "tag-source" > Source -
< a href = "src_sound_Sound.js.html" > sound/Sound.js< / a > , < a href = "src_sound_Sound.js.html#sunlight-1-line-992" > line 992< / a >
< / dt >
< / 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 >
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< div class = "span3" >
< div id = "toc" > < / div >
< / div >
< br clear = "both" >
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< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
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