mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 05:03:37 +00:00
SoundManager.destroy doesn't close the context if it's being stored in PhaserGlobal (thanks @brianbunch #2356)
This commit is contained in:
parent
cc3a07bada
commit
15d952171c
2 changed files with 15 additions and 9 deletions
|
@ -331,7 +331,8 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
|
||||||
* The `mouseoutglobal` event listener wasn't removed when the game was destroyed (thanks @stoneman1 #2345 #2344 #2342)
|
* The `mouseoutglobal` event listener wasn't removed when the game was destroyed (thanks @stoneman1 #2345 #2344 #2342)
|
||||||
* Fixed issue with IE crashing on this.context.close in the Sound Manager (thanks @stoneman1 #2349)
|
* Fixed issue with IE crashing on this.context.close in the Sound Manager (thanks @stoneman1 #2349)
|
||||||
* Phaser.World.centerX and Phaser.World.centerY only worked if the bounds had an origin of 0, 0. They now take into account the actual origin (thanks @fillmoreb #2353)
|
* Phaser.World.centerX and Phaser.World.centerY only worked if the bounds had an origin of 0, 0. They now take into account the actual origin (thanks @fillmoreb #2353)
|
||||||
* SoundManager.close now validates that context.close is a valid function before calling it (thanks @brianbunch #2355)
|
* SoundManager.destroy now validates that context.close is a valid function before calling it (thanks @brianbunch #2355)
|
||||||
|
* SoundManager.destroy doesn't close the context if it's being stored in PhaserGlobal (thanks @brianbunch #2356)
|
||||||
|
|
||||||
### Pixi Updates
|
### Pixi Updates
|
||||||
|
|
||||||
|
|
|
@ -730,16 +730,21 @@ Phaser.SoundManager.prototype = {
|
||||||
|
|
||||||
this.onSoundDecode.dispose();
|
this.onSoundDecode.dispose();
|
||||||
|
|
||||||
if (this.context && this.context.close)
|
if (this.context)
|
||||||
{
|
{
|
||||||
this.context.close();
|
if (window['PhaserGlobal'])
|
||||||
}
|
|
||||||
|
|
||||||
if (this.context && 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
|
// 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;
|
window['PhaserGlobal'].audioContext = this.context;
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (this.context.close)
|
||||||
|
{
|
||||||
|
this.context.close();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue