diff --git a/src/sound/noaudio/NoAudioSound.js b/src/sound/noaudio/NoAudioSound.js index 9b20f0a60..59d7381a3 100644 --- a/src/sound/noaudio/NoAudioSound.js +++ b/src/sound/noaudio/NoAudioSound.js @@ -2,8 +2,25 @@ var Class = require('../../utils/Class'); var EventEmitter = require('eventemitter3'); var Extend = require('../../utils/object/Extend'); var BaseSound = require('../BaseSound'); +/*! + * @author Pavle Goloskokovic (http://prunegames.com) + */ var NoAudioSound = new Class({ Extends: EventEmitter, + /** + * No audio implementation of the sound. It is used if audio has been + * disabled in the game config or the device doesn't support any audio. + * + * It represents a graceful degradation of sound logic that provides + * minimal functionality and prevents Phaser projects that use audio from + * breaking on devices that don't support any audio playback technologies. + * + * @class Phaser.Sound.NoAudioSound + * @constructor + * @param {Phaser.Sound.NoAudioSoundManager} manager - Reference to the current sound manager instance. + * @param {string} key - Asset key for the sound. + * @param {ISoundConfig} [config={}] - An optional config object containing default sound settings. + */ initialize: function NoAudioSound(manager, key, config) { EventEmitter.call(this); this.manager = manager;