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Copy file name to clipboardExpand all lines: README.md
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@@ -124,6 +124,7 @@ Thanks to @pnstickne for vast majority of this update.
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* Loader.onLoadComplete is dispatched *before* the Loader is reset. If you have a `create` method in your State please note that the Loader will have been reset before this method is called. This allows you to immediately re-use the Loader without having to first reset it manually.
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* World.setBounds will now adjust the World.x/y values to match those given (#1555)
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* ArcadePhysics.distanceToPointer now calculates the distance in world space values.
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* Sound.fadeIn now supports fading from a marker, as well as the entire audio clip, so now works with audio sprites (thanks @vorrin#1413)
Copy file name to clipboardExpand all lines: src/sound/Sound.js
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@@ -840,28 +840,31 @@ Phaser.Sound.prototype = {
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/**
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* Starts this sound playing (or restarts it if already doing so) and sets the volume to zero.
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* Then increases the volume from 0 to 1 over the duration specified.
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*
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* At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter,
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* and the final volume (1) as the second parameter.
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*
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* @method Phaser.Sound#fadeIn
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* @param {number} [duration=1000] - The time in milliseconds over which the Sound should fade in.
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* @param {boolean} [loop=false] - Should the Sound be set to loop? Note that this doesn't cause the fade to repeat.
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* @param {string} [marker=(current marker)] - The marker to start at; defaults to the current (last played) marker. To start playing from the beginning specify specify a marker of `''`.
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