Merge pull request #2944 from samme/docs-sound-currenttime

Describe time units in Phaser.Sound
This commit is contained in:
Richard Davey 2017-01-05 15:47:32 +00:00 committed by GitHub
commit 3b0facec1a
2 changed files with 7 additions and 6 deletions

View file

@ -8,6 +8,7 @@
### Updates
* Clarification of time units in Phaser.Sound
* Clarification of `group.exists` behavior
* Clarification of fixedToCamera semantics
* change Emitter.gravity from number to Phaser.Point

View file

@ -62,13 +62,13 @@ Phaser.Sound = function (game, key, volume, loop, connect) {
this.totalDuration = 0;
/**
* @property {number} startTime - The time the Sound starts at (typically 0 unless starting from a marker)
* @property {number} startTime - The time the sound starts at in ms (typically 0 unless starting from a marker).
* @default
*/
this.startTime = 0;
/**
* @property {number} currentTime - The current time the sound is at.
* @property {number} currentTime - The current time of sound playback in ms.
*/
this.currentTime = 0;
@ -83,12 +83,12 @@ Phaser.Sound = function (game, key, volume, loop, connect) {
this.durationMS = 0;
/**
* @property {number} position - The position of the current sound marker.
* @property {number} position - The position of the current sound marker in ms.
*/
this.position = 0;
/**
* @property {number} stopTime - The time the sound stopped.
* @property {number} stopTime - The time the sound stopped in ms.
*/
this.stopTime = 0;
@ -99,12 +99,12 @@ Phaser.Sound = function (game, key, volume, loop, connect) {
this.paused = false;
/**
* @property {number} pausedPosition - The position the sound had reached when it was paused.
* @property {number} pausedPosition - The position the sound had reached when it was paused in ms.
*/
this.pausedPosition = 0;
/**
* @property {number} pausedTime - The game time at which the sound was paused.
* @property {number} pausedTime - The game time (ms) at which the sound was paused.
*/
this.pausedTime = 0;