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Sound.fadeIn now supports fading from a marker, as well as the entire audio clip, so now works with audio sprites (thanks @vorrin #1413)
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2 changed files with 7 additions and 3 deletions
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@ -124,6 +124,7 @@ Thanks to @pnstickne for vast majority of this update.
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* Loader.onLoadComplete is dispatched *before* the Loader is reset. If you have a `create` method in your State please note that the Loader will have been reset before this method is called. This allows you to immediately re-use the Loader without having to first reset it manually.
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* World.setBounds will now adjust the World.x/y values to match those given (#1555)
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* ArcadePhysics.distanceToPointer now calculates the distance in world space values.
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* Sound.fadeIn now supports fading from a marker, as well as the entire audio clip, so now works with audio sprites (thanks @vorrin #1413)
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### Bug Fixes
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@ -840,23 +840,26 @@ Phaser.Sound.prototype = {
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/**
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* Starts this sound playing (or restarts it if already doing so) and sets the volume to zero.
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* Then increases the volume from 0 to 1 over the duration specified.
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*
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* At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter,
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* and the final volume (1) as the second parameter.
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*
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* @method Phaser.Sound#fadeIn
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* @param {number} [duration=1000] - The time in milliseconds over which the Sound should fade in.
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* @param {boolean} [loop=false] - Should the Sound be set to loop? Note that this doesn't cause the fade to repeat.
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* @param {string} [marker=(current marker)] - The marker to start at; defaults to the current (last played) marker. To start playing from the beginning specify specify a marker of `''`.
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*/
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fadeIn: function (duration, loop) {
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fadeIn: function (duration, loop, marker) {
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if (typeof loop === 'undefined') { loop = false; }
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if (typeof marker === 'undefined') { marker = this.currentMarker; }
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if (this.paused)
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{
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return;
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}
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this.play('', 0, 0, loop);
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this.play(marker, 0, 0, loop);
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this.fadeTo(duration, 1);
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