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Added NoAudioSoundManager class constructor docs
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src/sound/noaudio/NoAudioSoundManager.js

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@@ -3,8 +3,23 @@ var EventEmitter = require('eventemitter3');
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var NoAudioSound = require('./NoAudioSound');
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var BaseSoundManager = require('../BaseSoundManager');
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var NOOP = require('../../utils/NOOP');
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/*!
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* @author Pavle Goloskokovic <pgoloskokovic@gmail.com> (http://prunegames.com)
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*/
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var NoAudioSoundManager = new Class({
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Extends: EventEmitter,
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/**
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* No audio implementation of the sound manager. It is used if audio has been
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* disabled in the game config or the device doesn't support any audio.
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*
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* It represents a graceful degradation of sound manager logic that provides
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* minimal functionality and prevents Phaser projects that use audio from
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* breaking on devices that don't support any audio playback technologies.
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*
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* @class Phaser.Sound.NoAudioSoundManager
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* @constructor
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* @param {Phaser.Game} game - Reference to the current game instance.
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*/
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initialize: function NoAudioSoundManager(game) {
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EventEmitter.call(this);
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this.game = game;

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