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Copy file name to clipboardExpand all lines: CHANGELOG.md
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* Fixed issue in HTMLAudioSound where `mute` would get into a recursive loop.
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* Every RenderTexture would draw the same content due to a mis-use of the CanvasPool (this also impacted TileSprites). Fix #3555 (thanks @kuoruan)
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* Group.add and Group.addMultiple now respect the Group.maxSize property, stopping you from over-populating a Group (thanks @samme)
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* When using HTML5 Audio, sound manager now tries to unlock audio after every scene loads, instead of only after first one. Fix #3309 (thanks @pavle-goloskokovic)
Copy file name to clipboardExpand all lines: src/sound/BaseSoundManager.js
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* @classdesc
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* The sound manager is responsible for playing back audio via Web Audio API or HTML Audio tag as fallback.
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* The audio file type and the encoding of those files are extremely important.
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*
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*
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* Not all browsers can play all audio formats.
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*
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* There is a good guide to what's supported [here](https://developer.mozilla.org/en-US/Apps/Fundamentals/Audio_and_video_delivery/Cross-browser_audio_basics#Audio_Codec_Support).
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*
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* @class BaseSoundManager
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* @since 3.0.0
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*/
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this.unlocked=false;
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if(this.locked)
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{
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this.unlock();
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}
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},
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/**
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/**
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* Sets the global playback rate at which all the sounds will be played.
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*
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* For example, a value of 1.0 plays the audio at full speed, 0.5 plays the audio at half speed
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