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Merge pull request #2944 from samme/docs-sound-currenttime
Describe time units in Phaser.Sound
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commit
3b0facec1a
2 changed files with 7 additions and 6 deletions
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@ -8,6 +8,7 @@
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### Updates
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* Clarification of time units in Phaser.Sound
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* Clarification of `group.exists` behavior
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* Clarification of fixedToCamera semantics
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* change Emitter.gravity from number to Phaser.Point
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@ -62,13 +62,13 @@ Phaser.Sound = function (game, key, volume, loop, connect) {
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this.totalDuration = 0;
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/**
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* @property {number} startTime - The time the Sound starts at (typically 0 unless starting from a marker)
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* @property {number} startTime - The time the sound starts at in ms (typically 0 unless starting from a marker).
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* @default
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*/
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this.startTime = 0;
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/**
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* @property {number} currentTime - The current time the sound is at.
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* @property {number} currentTime - The current time of sound playback in ms.
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*/
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this.currentTime = 0;
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@ -83,12 +83,12 @@ Phaser.Sound = function (game, key, volume, loop, connect) {
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this.durationMS = 0;
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/**
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* @property {number} position - The position of the current sound marker.
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* @property {number} position - The position of the current sound marker in ms.
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*/
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this.position = 0;
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/**
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* @property {number} stopTime - The time the sound stopped.
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* @property {number} stopTime - The time the sound stopped in ms.
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*/
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this.stopTime = 0;
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@ -99,12 +99,12 @@ Phaser.Sound = function (game, key, volume, loop, connect) {
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this.paused = false;
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/**
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* @property {number} pausedPosition - The position the sound had reached when it was paused.
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* @property {number} pausedPosition - The position the sound had reached when it was paused in ms.
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*/
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this.pausedPosition = 0;
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/**
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* @property {number} pausedTime - The game time at which the sound was paused.
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* @property {number} pausedTime - The game time (ms) at which the sound was paused.
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*/
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this.pausedTime = 0;
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