mirror of
https://github.com/photonstorm/phaser
synced 2024-11-22 20:53:39 +00:00
Loader.audiosprite is renamed to Loader.audioSprite (the old one still works for legacy reasons) (thanks @epaezrubio #2145)
This commit is contained in:
parent
ecb68c2fca
commit
4e7fad353e
2 changed files with 19 additions and 1 deletions
|
@ -300,6 +300,7 @@ If you are an exceptional JavaScript developer and would like to join the Phaser
|
||||||
* Moved the Sound.disconnect after the Sound.stop call in Web Audio (#2280)
|
* Moved the Sound.disconnect after the Sound.stop call in Web Audio (#2280)
|
||||||
* BitmapData.drawGroup can now handle drawing Emitters and BitmapText objects that are part of the Group.
|
* BitmapData.drawGroup can now handle drawing Emitters and BitmapText objects that are part of the Group.
|
||||||
* SoundManager.setTouchLock is no longer set if `SoundManager.noAudio` is true, or if the PhaserGlobal setting `disableAudio` is true (thanks @bcjordan #2206)
|
* SoundManager.setTouchLock is no longer set if `SoundManager.noAudio` is true, or if the PhaserGlobal setting `disableAudio` is true (thanks @bcjordan #2206)
|
||||||
|
* Loader.audiosprite is renamed to Loader.audioSprite (the old one still works for legacy reasons) (thanks @epaezrubio #2145)
|
||||||
|
|
||||||
### Bug Fixes
|
### Bug Fixes
|
||||||
|
|
||||||
|
|
|
@ -1032,7 +1032,7 @@ Phaser.Loader.prototype = {
|
||||||
* Audio files can't be played until they are decoded and, if specified, this enables immediate decoding. Decoding is a non-blocking async process, however it consumes huge amounts of CPU time on mobiles especially.
|
* Audio files can't be played until they are decoded and, if specified, this enables immediate decoding. Decoding is a non-blocking async process, however it consumes huge amounts of CPU time on mobiles especially.
|
||||||
* @return {Phaser.Loader} This Loader instance.
|
* @return {Phaser.Loader} This Loader instance.
|
||||||
*/
|
*/
|
||||||
audiosprite: function(key, urls, jsonURL, jsonData, autoDecode) {
|
audioSprite: function (key, urls, jsonURL, jsonData, autoDecode) {
|
||||||
|
|
||||||
if (this.game.sound.noAudio)
|
if (this.game.sound.noAudio)
|
||||||
{
|
{
|
||||||
|
@ -1067,6 +1067,23 @@ Phaser.Loader.prototype = {
|
||||||
|
|
||||||
},
|
},
|
||||||
|
|
||||||
|
/**
|
||||||
|
* A legacy alias for Loader.audioSprite. Please see that method for documentation.
|
||||||
|
*
|
||||||
|
* @method Phaser.Loader#audiosprite
|
||||||
|
* @param {string} key - Unique asset key of the audio file.
|
||||||
|
* @param {Array|string} urls - An array containing the URLs of the audio files, i.e.: [ 'audiosprite.mp3', 'audiosprite.ogg', 'audiosprite.m4a' ] or a single string containing just one URL.
|
||||||
|
* @param {string} [jsonURL=null] - The URL of the audiosprite configuration JSON object. If you wish to pass the data directly set this parameter to null.
|
||||||
|
* @param {string|object} [jsonData=null] - A JSON object or string containing the audiosprite configuration data. This is ignored if jsonURL is not null.
|
||||||
|
* @param {boolean} [autoDecode=true] - When using Web Audio the audio files can either be decoded at load time or run-time.
|
||||||
|
* Audio files can't be played until they are decoded and, if specified, this enables immediate decoding. Decoding is a non-blocking async process, however it consumes huge amounts of CPU time on mobiles especially.
|
||||||
|
* @return {Phaser.Loader} This Loader instance.
|
||||||
|
*/
|
||||||
|
audiosprite: function (key, urls, jsonURL, jsonData, autoDecode) {
|
||||||
|
|
||||||
|
return this.audioSprite(key, urls, jsonURL, jsonData, autoDecode);
|
||||||
|
|
||||||
|
},
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Adds a video file to the current load queue.
|
* Adds a video file to the current load queue.
|
||||||
|
|
Loading…
Reference in a new issue