Adjusting property order.

This commit is contained in:
photonstorm 2015-05-05 10:59:54 +01:00
parent adad60f8f4
commit 36c7084e01

View file

@ -48,6 +48,48 @@ Phaser.SoundManager = function (game) {
*/
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;
/**
* @property {boolean} _codeMuted - Internal mute tracking var.
* @private
@ -106,48 +148,6 @@ Phaser.SoundManager = function (game) {
*/
this._watchContext = null;
/**
* @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;
};
Phaser.SoundManager.prototype = {