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Copy file name to clipboardExpand all lines: src/sound/SoundManager.js
+42-42Lines changed: 42 additions & 42 deletions
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@@ -48,6 +48,48 @@ Phaser.SoundManager = function (game) {
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*/
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this.onUnMute=newPhaser.Signal();
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/**
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* @property {AudioContext} context - The AudioContext being used for playback.
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* @default
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*/
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this.context=null;
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/**
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* @property {boolean} usingWebAudio - True the SoundManager and device are both using Web Audio.
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* @readonly
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*/
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this.usingWebAudio=false;
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/**
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* @property {boolean} usingAudioTag - True the SoundManager and device are both using the Audio tag instead of Web Audio.
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* @readonly
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*/
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this.usingAudioTag=false;
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/**
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* @property {boolean} noAudio - True if audio been disabled via the PhaserGlobal (useful if you need to use a 3rd party audio library) or the device doesn't support any audio.
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* @default
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*/
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this.noAudio=false;
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/**
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* @property {boolean} connectToMaster - Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the SoundManager master gain node.
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* @default
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*/
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this.connectToMaster=true;
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/**
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* @property {boolean} touchLocked - true if the audio system is currently locked awaiting a touch event.
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* @default
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*/
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this.touchLocked=false;
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/**
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* @property {number} channels - The number of audio channels to use in playback.
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* @default
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*/
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this.channels=32;
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/**
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* @property {boolean} _codeMuted - Internal mute tracking var.
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* @private
@@ -106,48 +148,6 @@ Phaser.SoundManager = function (game) {
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*/
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this._watchContext=null;
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/**
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* @property {AudioContext} context - The AudioContext being used for playback.
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* @default
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*/
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this.context=null;
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/**
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* @property {boolean} usingWebAudio - True the SoundManager and device are both using Web Audio.
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* @readonly
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*/
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this.usingWebAudio=false;
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/**
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* @property {boolean} usingAudioTag - True the SoundManager and device are both using the Audio tag instead of Web Audio.
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* @readonly
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*/
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this.usingAudioTag=false;
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/**
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* @property {boolean} noAudio - True if audio been disabled via the PhaserGlobal (useful if you need to use a 3rd party audio library) or the device doesn't support any audio.
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* @default
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*/
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this.noAudio=false;
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/**
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* @property {boolean} connectToMaster - Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the SoundManager master gain node.
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* @default
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*/
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this.connectToMaster=true;
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/**
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* @property {boolean} touchLocked - true if the audio system is currently locked awaiting a touch event.
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* @default
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*/
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this.touchLocked=false;
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/**
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* @property {number} channels - The number of audio channels to use in playback.
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