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<a href="Phaser.StateManager.html">StateManager</a>
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2013-10-25 15:54:40 +00:00
<a href="Phaser.Text.html">Text</a>
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2013-11-28 15:57:09 +00:00
<a href="Phaser.Tile.html">Tile</a>
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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2014-02-05 06:29:17 +00:00
<a href="Phaser.TimerEvent.html">TimerEvent</a>
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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<a href="PIXI.CanvasPool.html">CanvasPool</a>
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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<a href="PIXI.EarCut.html">EarCut</a>
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<a href="PIXI.Event.html">Event</a>
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<a href="PIXI.EventTarget.html">EventTarget</a>
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<a href="PIXI.Graphics.html">Graphics</a>
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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<a href="PIXI.PIXI.html">PIXI</a>
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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<a href="PIXI.PixiShader.html">PixiShader</a>
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<a href="PIXI.PolyK.html">PolyK</a>
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<a href="PIXI.Rope.html">Rope</a>
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<a href="PIXI.Sprite.html">Sprite</a>
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
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<a href="PIXI.Strip.html">Strip</a>
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<a href="PIXI.StripShader.html">StripShader</a>
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<a href="PIXI.Texture.html">Texture</a>
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
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</li>
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
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</li>
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
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</li>
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</ul>
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<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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<a href="global.html#AUTO">AUTO</a>
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<a href="global.html#BITMAPDATA">BITMAPDATA</a>
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<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
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<a href="global.html#blendModes">blendModes</a>
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<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#CIRCLE">CIRCLE</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#HEADLESS">HEADLESS</a>
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<a href="global.html#LEFT">LEFT</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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</li>
2016-02-08 17:01:36 +00:00
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<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
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<a href="global.html#POINT">POINT</a>
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<a href="global.html#POINTER">POINTER</a>
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<a href="global.html#RETROFONT">RETROFONT</a>
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<a href="global.html#RIGHT">RIGHT</a>
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<a href="global.html#ROPE">ROPE</a>
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<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
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<a href="global.html#scaleModes">scaleModes</a>
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<a href="global.html#SPRITE">SPRITE</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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</ul>
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2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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2014-12-03 10:39:11 +00:00
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2015-01-06 06:57:25 +00:00
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2014-11-25 00:23:44 +00:00
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2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
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<ul class="dropdown-menu ">
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
2015-01-06 06:57:25 +00:00
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
2014-12-03 10:39:11 +00:00
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2014-11-25 00:23:44 +00:00
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<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
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2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
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<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
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<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
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2014-11-25 00:23:44 +00:00
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<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
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</ul>
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<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
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<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
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<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
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<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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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
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<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
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<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
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<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
<ul class="dropdown-menu ">
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
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<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/community/newsletter">Newsletter</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/news/2015/08/phaser-slack-channel">Slack</a></li>
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<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
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</ul>
</li>
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</ul>
</div>
</div>
<div class="row-fluid">
<div class="span12">
<div id="main">
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<h1 class="page-title">Source: src/sound/SoundManager.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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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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*
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* If you are reloading a Phaser Game on a page that never properly refreshes (such as in an AngularJS project) then you will quickly run out
* of AudioContext nodes. If this is the case create a global var called PhaserGlobal on the window object before creating the game. The active
* AudioContext will then be saved to window.PhaserGlobal.audioContext when the Phaser game is destroyed, and re-used when it starts again.
*
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* Mobile warning: There are some mobile devices (certain iPad 2 and iPad Mini revisions) that cannot play 48000 Hz audio.
* When they try to play the audio becomes extremely distorted and buzzes, eventually crashing the sound system.
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* The solution is to use a lower encoding rate such as 44100 Hz. Sometimes the audio context will
* be created with a sampleRate of 48000. If this happens and audio distorts you should re-create the context.
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*
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* @class Phaser.SoundManager
* @constructor
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* @param {Phaser.Game} game - Reference to the current game instance.
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*/
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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/**
* This signal is dispatched whenever the global volume changes. The new volume is passed as the only parameter to your callback.
* @property {Phaser.Signal} onVolumeChange
*/
this.onVolumeChange = new Phaser.Signal();
/**
* This signal is dispatched when the SoundManager is globally muted, either directly via game code or as a result of the game pausing.
* @property {Phaser.Signal} onMute
*/
this.onMute = new Phaser.Signal();
/**
* This signal is dispatched when the SoundManager is globally un-muted, either directly via game code or as a result of the game resuming from a pause.
* @property {Phaser.Signal} onUnMute
*/
this.onUnMute = new Phaser.Signal();
/**
* @property {AudioContext} context - The AudioContext being used for playback.
* @default
*/
this.context = null;
/**
* @property {boolean} usingWebAudio - True the SoundManager and device are both using Web Audio.
* @readonly
*/
this.usingWebAudio = false;
/**
* @property {boolean} usingAudioTag - True the SoundManager and device are both using the Audio tag instead of Web Audio.
* @readonly
*/
this.usingAudioTag = false;
/**
* @property {boolean} noAudio - True if audio been disabled via the PhaserGlobal (useful if you need to use a 3rd party audio library) or the device doesn't support any audio.
* @default
*/
this.noAudio = false;
/**
* @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
*/
this.touchLocked = false;
/**
* @property {number} channels - The number of audio channels to use in playback.
* @default
*/
this.channels = 32;
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/**
* Set to true to have all sound muted when the Phaser game pauses (such as on loss of focus),
* or set to false to keep audio playing, regardless of the game pause state. You may need to
* do this should you wish to control audio muting via external DOM buttons or similar.
* @property {boolean} muteOnPause
* @default
*/
this.muteOnPause = true;
/**
* @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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/**
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* @property {AudioContext} _unlockSource - Internal unlock tracking var.
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* @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
* @default
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*/
this._volume = 1;
/**
* @property {array} _sounds - An array containing all the sounds
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* @private
*/
this._sounds = [];
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/**
* @property {Phaser.ArraySet} _watchList - An array set containing all the sounds being monitored for decoding status.
* @private
*/
this._watchList = new Phaser.ArraySet();
/**
* @property {boolean} _watching - Is the SoundManager monitoring the watchList?
* @private
*/
this._watching = false;
/**
* @property {function} _watchCallback - The callback to invoke once the watchlist is clear.
* @private
*/
this._watchCallback = null;
/**
* @property {object} _watchContext - The context in which to call the watchlist callback.
* @private
*/
this._watchContext = null;
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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 &amp;&amp; this.game.device.webAudio === false)
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{
this.channels = 1;
}
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// PhaserGlobal overrides
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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.noAudio = true;
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this.touchLocked = false;
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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.usingAudioTag = true;
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this.touchLocked = false;
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return;
}
}
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if (window['PhaserGlobal'] &amp;&amp; window['PhaserGlobal'].audioContext)
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{
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this.context = window['PhaserGlobal'].audioContext;
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}
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else
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{
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if (!!window['AudioContext'])
{
try {
this.context = new window['AudioContext']();
} catch (error) {
this.context = null;
this.usingWebAudio = false;
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this.touchLocked = false;
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}
}
else if (!!window['webkitAudioContext'])
{
try {
this.context = new window['webkitAudioContext']();
} catch (error) {
this.context = null;
this.usingWebAudio = false;
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this.touchLocked = false;
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}
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}
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}
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if (this.context === null)
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{
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// No Web Audio support - how about legacy Audio?
if (window['Audio'] === undefined)
{
this.noAudio = true;
return;
}
else
{
this.usingAudioTag = true;
}
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}
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else
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{
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this.usingWebAudio = true;
if (this.context.createGain === undefined)
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{
this.masterGain = this.context.createGainNode();
}
else
{
this.masterGain = this.context.createGain();
}
this.masterGain.gain.value = 1;
this.masterGain.connect(this.context.destination);
}
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if (!this.noAudio)
{
// On mobile we need a native touch event before we can play anything, so capture it here
if (!this.game.device.cocoonJS &amp;&amp; this.game.device.iOS || (window['PhaserGlobal'] &amp;&amp; window['PhaserGlobal'].fakeiOSTouchLock))
{
this.setTouchLock();
}
}
},
/**
* Sets the Input Manager touch callback to be SoundManager.unlock.
* Required for iOS audio device unlocking. Mostly just used internally.
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*
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* @method Phaser.SoundManager#setTouchLock
*/
setTouchLock: function () {
if (this.noAudio || (window['PhaserGlobal'] &amp;&amp; window['PhaserGlobal'].disableAudio === true))
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{
return;
}
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if (this.game.device.iOSVersion > 8)
{
this.game.input.touch.addTouchLockCallback(this.unlock, this, true);
}
else
{
this.game.input.touch.addTouchLockCallback(this.unlock, this);
}
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this.touchLocked = true;
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},
/**
* Enables the audio, usually after the first touch.
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*
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* @method Phaser.SoundManager#unlock
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* @return {boolean} True if the callback should be removed, otherwise false.
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*/
unlock: function () {
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if (this.noAudio || !this.touchLocked || this._unlockSource !== null)
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{
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return true;
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}
// Global override (mostly for Audio Tag testing)
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if (this.usingAudioTag)
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{
this.touchLocked = false;
this._unlockSource = null;
}
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else if (this.usingWebAudio)
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{
// Create empty buffer and play it
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// The SoundManager.update loop captures the state of it and then resets touchLocked to false
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var buffer = this.context.createBuffer(1, 1, 22050);
this._unlockSource = this.context.createBufferSource();
this._unlockSource.buffer = buffer;
this._unlockSource.connect(this.context.destination);
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if (this._unlockSource.start === undefined)
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{
this._unlockSource.noteOn(0);
}
else
{
this._unlockSource.start(0);
}
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}
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// We can remove the event because we've done what we needed (started the unlock sound playing)
return true;
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},
/**
* Stops all the sounds in the game.
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*
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* @method Phaser.SoundManager#stopAll
*/
stopAll: function () {
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if (this.noAudio)
{
return;
}
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for (var i = 0; i &lt; 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 () {
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if (this.noAudio)
{
return;
}
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for (var i = 0; i &lt; 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 () {
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if (this.noAudio)
{
return;
}
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for (var i = 0; i &lt; 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 asset 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);
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var _this = this;
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try {
this.context.decodeAudioData(soundData, function (buffer) {
if (buffer)
{
_this.game.cache.decodedSound(key, buffer);
_this.onSoundDecode.dispatch(key, sound);
}
});
}
catch (e) {}
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}
}
},
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/**
* This method allows you to give the SoundManager a list of Sound files, or keys, and a callback.
* Once all of the Sound files have finished decoding the callback will be invoked.
* The amount of time spent decoding depends on the codec used and file size.
* If all of the files given have already decoded the callback is triggered immediately.
*
* @method Phaser.SoundManager#setDecodedCallback
* @param {string|array} files - An array containing either Phaser.Sound objects or their key strings as found in the Phaser.Cache.
* @param {Function} callback - The callback which will be invoked once all files have finished decoding.
* @param {Object} callbackContext - The context in which the callback will run.
*/
setDecodedCallback: function (files, callback, callbackContext) {
if (typeof files === 'string')
{
files = [ files ];
}
this._watchList.reset();
for (var i = 0; i &lt; files.length; i++)
{
if (files[i] instanceof Phaser.Sound)
{
if (!this.game.cache.isSoundDecoded(files[i].key))
{
this._watchList.add(files[i].key);
}
}
else if (!this.game.cache.isSoundDecoded(files[i]))
{
this._watchList.add(files[i]);
}
}
// All decoded already?
if (this._watchList.total === 0)
{
this._watching = false;
callback.call(callbackContext);
}
else
{
this._watching = true;
this._watchCallback = callback;
this._watchContext = callbackContext;
}
},
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/**
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* Updates every sound in the game, checks for audio unlock on mobile and monitors the decoding watch list.
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*
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* @method Phaser.SoundManager#update
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* @protected
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*/
update: function () {
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if (this.noAudio)
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{
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return;
}
if (this.touchLocked &amp;&amp; this._unlockSource !== null &amp;&amp; (this._unlockSource.playbackState === this._unlockSource.PLAYING_STATE || this._unlockSource.playbackState === this._unlockSource.FINISHED_STATE))
{
this.touchLocked = false;
this._unlockSource = null;
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}
for (var i = 0; i &lt; this._sounds.length; i++)
{
this._sounds[i].update();
}
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if (this._watching)
{
var key = this._watchList.first;
while (key)
{
if (this.game.cache.isSoundDecoded(key))
{
this._watchList.remove(key);
}
key = this._watchList.next;
}
if (this._watchList.total === 0)
{
this._watching = false;
this._watchCallback.call(this._watchContext);
}
}
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},
/**
* 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 (volume === undefined) { volume = 1; }
if (loop === undefined) { loop = false; }
if (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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/**
* Adds a new AudioSprite into the SoundManager.
*
* @method Phaser.SoundManager#addSprite
* @param {string} key - Asset key for the sound.
* @return {Phaser.AudioSprite} The new AudioSprite instance.
*/
addSprite: function(key) {
var audioSprite = new Phaser.AudioSprite(this.game, key);
return audioSprite;
},
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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.
*/
play: function (key, volume, loop) {
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if (this.noAudio)
{
return;
}
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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 SoundManager.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 &lt; this._sounds.length; i++)
{
if (this._sounds[i].usingAudioTag)
{
this._sounds[i].mute = true;
}
}
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this.onMute.dispatch();
},
/**
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* Internal mute handler called automatically by the SoundManager.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 &lt; this._sounds.length; i++)
{
if (this._sounds[i].usingAudioTag)
{
this._sounds[i].mute = false;
}
}
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this.onUnMute.dispatch();
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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 &lt; this._sounds.length; i++)
{
if (this._sounds[i])
{
this._sounds[i].destroy();
}
}
this._sounds = [];
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this.onSoundDecode.dispose();
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if (this.context)
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{
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if (window['PhaserGlobal'])
{
// Store this in the PhaserGlobal window var, if set, to allow for re-use if the game is created again without the page refreshing
window['PhaserGlobal'].audioContext = this.context;
}
else
{
if (this.context.close)
{
this.context.close();
}
}
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}
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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) {
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value = value || false;
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if (value)
{
if (this._muted)
{
return;
}
this._codeMuted = true;
this.setMute();
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}
else
{
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if (!this._muted)
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{
return;
}
this._codeMuted = false;
this.unsetMute();
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}
}
});
/**
* @name Phaser.SoundManager#volume
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* @property {number} volume - Gets or sets the global volume of the SoundManager, a value between 0 and 1. The value given is clamped to the range 0 to 1.
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*/
Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
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get: function () {
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return this._volume;
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},
set: function (value) {
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if (value &lt; 0)
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{
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value = 0;
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}
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else if (value > 1)
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{
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value = 1;
}
if (this._volume !== value)
{
this._volume = value;
if (this.usingWebAudio)
{
this.masterGain.gain.value = value;
}
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 &lt; this._sounds.length; i++)
{
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if (this._sounds[i].usingAudioTag)
{
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this._sounds[i].updateGlobalVolume(value);
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}
}
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}
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this.onVolumeChange.dispatch(value);
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}
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}
});
</pre>
</article>
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
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on Thu May 19 2016 12:35:37 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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