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Docs update about the lovely 48000 Hz music bug.
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src/loader/Loader.js

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@@ -861,6 +861,10 @@ Phaser.Loader.prototype = {
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*
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* The URL can be relative or absolute. If the URL is relative the Loader.baseURL value will be prepended to it.
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*
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* Mobile warning: There are some mobile devices (certain iPad 2 and iPad Mini revisions) that cannot play 48000 Hz audio.
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* When they try to play the audio becomes extremely distorted and buzzes, eventually crashing the sound system.
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* The solution is to use a lower encoding rate such as 44100 Hz.
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*
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* @method Phaser.Loader#audio
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* @param {string} key - Unique asset key of the audio file.
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* @param {string|string[]|object[]} urls - Either a single string or an array of URIs or pairs of `{uri: .., type: ..}`.

src/sound/SoundManager.js

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* of AudioContext nodes. If this is the case create a global var called PhaserGlobal on the window object before creating the game. The active
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* AudioContext will then be saved to window.PhaserGlobal.audioContext when the Phaser game is destroyed, and re-used when it starts again.
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*
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* Mobile warning: There are some mobile devices (certain iPad 2 and iPad Mini revisions) that cannot play 48000 Hz audio.
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* When they try to play the audio becomes extremely distorted and buzzes, eventually crashing the sound system.
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* The solution is to use a lower encoding rate such as 44100 Hz.
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*
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* @class Phaser.SoundManager
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* @constructor
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* @param {Phaser.Game} game - Reference to the current game instance.

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