Made most properties public. Fix #5531

* The `WebAudioSoundManager.createAudioContext` method is no longer private.
* The `WebAudioSoundManager.context` property is no longer private.
* The `WebAudioSoundManager.masterMuteNode` property is no longer private.
* The `WebAudioSoundManager.masterVolumeNode` property is no longer private.
* The `WebAudioSoundManager.destination` property is no longer private.
This commit is contained in:
Richard Davey 2021-02-01 15:17:37 +00:00
parent 1ebfdef9e8
commit c20b06b259

View file

@ -41,7 +41,6 @@ var WebAudioSoundManager = new Class({
*
* @name Phaser.Sound.WebAudioSoundManager#context
* @type {AudioContext}
* @private
* @since 3.0.0
*/
this.context = this.createAudioContext(game);
@ -51,7 +50,6 @@ var WebAudioSoundManager = new Class({
*
* @name Phaser.Sound.WebAudioSoundManager#masterMuteNode
* @type {GainNode}
* @private
* @since 3.0.0
*/
this.masterMuteNode = this.context.createGain();
@ -61,7 +59,6 @@ var WebAudioSoundManager = new Class({
*
* @name Phaser.Sound.WebAudioSoundManager#masterVolumeNode
* @type {GainNode}
* @private
* @since 3.0.0
*/
this.masterVolumeNode = this.context.createGain();
@ -75,7 +72,6 @@ var WebAudioSoundManager = new Class({
*
* @name Phaser.Sound.WebAudioSoundManager#destination
* @type {AudioNode}
* @private
* @since 3.0.0
*/
this.destination = this.masterMuteNode;
@ -102,7 +98,6 @@ var WebAudioSoundManager = new Class({
* and you want to reuse already instantiated AudioContext.
*
* @method Phaser.Sound.WebAudioSoundManager#createAudioContext
* @private
* @since 3.0.0
*
* @param {Phaser.Game} game - Reference to the current game instance.
@ -120,7 +115,14 @@ var WebAudioSoundManager = new Class({
return audioConfig.context;
}
return new AudioContext();
if (window.hasOwnProperty('AudioContext'))
{
return new AudioContext();
}
else if (window.hasOwnProperty('webkitAudioContext'))
{
return new window.webkitAudioContext();
}
},
/**