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748 lines
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HTML
748 lines
19 KiB
HTML
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Pointer.html">Pointer</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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<a href="Phaser.RetroFont.html">RetroFont</a>
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</li>
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<a href="Phaser.Rope.html">Rope</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<li class="class-depth-1">
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<a href="Phaser.Signal.html">Signal</a>
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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</li>
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<a href="Phaser.SinglePad.html">SinglePad</a>
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</li>
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SoundManager.html">SoundManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sprite.html">Sprite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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</li>
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<a href="Phaser.Stage.html">Stage</a>
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<a href="Phaser.State.html">State</a>
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<li class="class-depth-1">
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<a href="Phaser.StateManager.html">StateManager</a>
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<a href="Phaser.Text.html">Text</a>
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<a href="Phaser.Tile.html">Tile</a>
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TileSprite.html">TileSprite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Time.html">Time</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Timer.html">Timer</a>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<li class="class-depth-1">
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<a href="Phaser.World.html">World</a>
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</li>
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</ul>
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</ul>
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<h1 class="page-title">Source: sound/AudioSprite.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Jeremy Dowell <jeremy@codevinsky.com>
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Audio Sprites are a combination of audio files and a JSON configuration.
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* The JSON follows the format of that created by https://github.com/tonistiigi/audiosprite
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*
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* @class Phaser.AudioSprite
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* @constructor
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* @param {Phaser.Game} game - Reference to the current game instance.
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* @param {string} key - Asset key for the sound.
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*/
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Phaser.AudioSprite = function (game, key) {
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/**
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* A reference to the currently running Game.
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* @property {Phaser.Game} game
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*/
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this.game = game;
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/**
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* Asset key for the Audio Sprite.
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* @property {string} key
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*/
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this.key = key;
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/**
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* JSON audio atlas object.
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* @property {object} config
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*/
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this.config = this.game.cache.getJSON(key + '-audioatlas');
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/**
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* If a sound is set to auto play, this holds the marker key of it.
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* @property {string} autoplayKey
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*/
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this.autoplayKey = null;
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/**
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* Is a sound set to autoplay or not?
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* @property {boolean} autoplay
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* @default
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*/
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this.autoplay = false;
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/**
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* An object containing the Phaser.Sound objects for the Audio Sprite.
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* @property {object} sounds
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*/
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this.sounds = {};
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for (var k in this.config.spritemap)
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{
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var marker = this.config.spritemap[k];
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var sound = this.game.add.sound(this.key);
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if (marker.loop)
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{
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sound.addMarker(k, marker.start, (marker.end - marker.start), null, true);
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}
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else
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{
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sound.addMarker(k, marker.start, (marker.end - marker.start), null, false);
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}
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this.sounds[k] = sound;
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}
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if (this.config.autoplay)
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{
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this.autoplayKey = this.config.autoplay;
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this.play(this.autoplayKey);
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this.autoplay = this.sounds[this.autoplayKey];
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}
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};
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Phaser.AudioSprite.prototype = {
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/**
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* Play a sound with the given name.
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*
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* @method Phaser.AudioSprite#play
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* @param {string} [marker] - The name of sound to play
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* @param {number} [volume=1] - Volume of the sound you want to play. If none is given it will use the volume given to the Sound when it was created (which defaults to 1 if none was specified).
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* @return {Phaser.Sound} This sound instance.
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*/
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play: function (marker, volume) {
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if (typeof volume === 'undefined') { volume = 1; }
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return this.sounds[marker].play(marker, null, volume);
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},
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/**
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* Stop a sound with the given name.
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*
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* @method Phaser.AudioSprite#stop
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* @param {string} [marker=''] - The name of sound to stop. If none is given it will stop all sounds in the audio sprite.
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*/
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stop: function (marker) {
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if (!marker)
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{
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for (var key in this.sounds)
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{
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this.sounds[key].stop();
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}
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}
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else
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{
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this.sounds[marker].stop();
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}
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},
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/**
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* Get a sound with the given name.
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*
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* @method Phaser.AudioSprite#get
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* @param {string} marker - The name of sound to get.
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* @return {Phaser.Sound} The sound instance.
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*/
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get: function(marker) {
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return this.sounds[marker];
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}
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};
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Phaser.AudioSprite.prototype.constructor = Phaser.AudioSprite;
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</pre>
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</article>
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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