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Updated jsdocs
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src/gameobjects/components/Animation.js

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var Class = require('../../utils/Class');
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/**
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* This event is dispatched when an animation starts playing.
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*
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* @event Phaser.GameObjects.Components.Animation#onStartEvent
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* @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation.
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* @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame.
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*/
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/**
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* This event is dispatched when an animation repeats.
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*
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* @event Phaser.GameObjects.Components.Animation#onRepeatEvent
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* @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation.
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* @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame.
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* @param {integer} repeatCount - The number of times this animation has repeated.
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*/
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/**
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* This event is dispatched when an animation updates. This happens when the animation frame changes,
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* based on the animation frame rate and other factors like timeScale and delay.
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*
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* @event Phaser.GameObjects.Components.Animation#onUpdateEvent
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* @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation.
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* @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame.
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*/
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/**
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* This event is dispatched when an animation completes playing, either naturally or via Animation.stop.
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*
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* @event Phaser.GameObjects.Components.Animation#onCompleteEvent
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* @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation.
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* @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame.
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*/
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/**
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* @classdesc
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* A Game Object Animation Controller.
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* Plays an Animation on the Game Object that owns this Animation Component.
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*
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* @method Phaser.GameObjects.Components.Animation#play
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* @fires Phaser.GameObjects.Components.Animation#onStartEvent
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* @since 3.0.0
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*
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* @param {string} key - The string-based key of the animation to play, as defined previously in the Animation Manager.
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* Immediately stops the current animation from playing and dispatches the `animationcomplete` event.
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*
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* @method Phaser.GameObjects.Components.Animation#stop
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* @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
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* @since 3.0.0
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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* Stops the current animation from playing after the specified time delay, given in milliseconds.
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*
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* @method Phaser.GameObjects.Components.Animation#stopAfterDelay
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* @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
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* @since 3.4.0
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*
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* @param {integer} delay - The number of miliseconds to wait before stopping this animation.
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* Stops the current animation from playing when it next repeats.
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*
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* @method Phaser.GameObjects.Components.Animation#stopOnRepeat
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* @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
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* @since 3.4.0
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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* If this frame doesn't exist within the animation it will not stop it from playing.
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*
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* @method Phaser.GameObjects.Components.Animation#stopOnFrame
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* @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
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* @since 3.4.0
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*
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* @param {Phaser.Animations.AnimationFrame} delay - The frame to check before stopping this animation.
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* Internal frame change handler.
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*
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* @method Phaser.GameObjects.Components.Animation#updateFrame
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* @fires Phaser.GameObjects.Components.Animation#onUpdateEvent
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* @private
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* @since 3.0.0
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*

src/sound/BaseSound.js

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/**
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* @classdesc
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* Class containing all the shared state and behaviour of a sound object, independent of the implementation.
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* Class containing all the shared state and behavior of a sound object, independent of the implementation.
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*
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* @class BaseSound
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* @extends Phaser.Events.EventEmitter

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