diff --git a/Phaser/SoundManager.ts b/Phaser/SoundManager.ts
index 4a47964b..c30d86ef 100644
--- a/Phaser/SoundManager.ts
+++ b/Phaser/SoundManager.ts
@@ -111,7 +111,7 @@ module Phaser {
var tempSound: Sound = new Sound(this._context, this._gainNode, null, volume, loop);
// this is an async process, so we can return the Sound object anyway, it just won't be playing yet
- this.decode(key, () => this.play(key), tempSound);
+ this.decode(key, () => tempSound.play(), tempSound);
return tempSound;
}
diff --git a/Phaser/system/Sound.ts b/Phaser/system/Sound.ts
index 1ee00b77..fdd0d9a2 100644
--- a/Phaser/system/Sound.ts
+++ b/Phaser/system/Sound.ts
@@ -54,7 +54,7 @@ module Phaser {
this._buffer = data;
this.isDecoding = false;
- this.play();
+ //this.play();
}
diff --git a/README.md b/README.md
index a4857f9f..7ddc83e2 100644
--- a/README.md
+++ b/README.md
@@ -1,7 +1,7 @@
Phaser
======
-Version: 0.9.5 - Released: XXX 2013
+Version: 0.9.5 - Released: 2nd May 2013
By Richard Davey, [Photon Storm](http://www.photonstorm.com)
@@ -50,6 +50,7 @@ V0.9.5
* Added TilemapLayer.fillTiles - fills the given region of the map with the tile specified.
* Added TilemapLayer.randomiseTiles - fills the given region of the map with a random tile from the list specified.
* Added fun new "map draw" test - reflect those carrots! :)
+* Changed SoundManager class to respect volume on first place (thanks initials and hackmaniac)
Requirements
------------
diff --git a/Tests/Flash.js b/Tests/Flash.js
deleted file mode 100644
index 21661d9d..00000000
--- a/Tests/Flash.js
+++ /dev/null
@@ -1,73 +0,0 @@
-var Phaser;
-(function (Phaser) {
- (function (FX) {
- ///
- ///
- /**
- * Phaser - FX - Camera - Flash
- *
- *
- */
- (function (Camera) {
- var Flash = (function () {
- function Flash(game) {
- this._fxFlashComplete = null;
- this._fxFlashDuration = 0;
- this._fxFlashAlpha = 0;
- this._game = game;
- }
- Flash.prototype.start = /**
- * The camera is filled with this color and returns to normal at the given duration.
- *
- * @param Color The color you want to use in 0xRRGGBB format, i.e. 0xffffff for white.
- * @param Duration How long it takes for the flash to fade.
- * @param OnComplete An optional function you want to run when the flash finishes. Set to null for no callback.
- * @param Force Force an already running flash effect to reset.
- */
- function (color, duration, onComplete, force) {
- if (typeof color === "undefined") { color = 0xffffff; }
- if (typeof duration === "undefined") { duration = 1; }
- if (typeof onComplete === "undefined") { onComplete = null; }
- if (typeof force === "undefined") { force = false; }
- if(force === false && this._fxFlashAlpha > 0) {
- // You can't flash again unless you force it
- return;
- }
- if(duration <= 0) {
- duration = 1;
- }
- var red = color >> 16 & 0xFF;
- var green = color >> 8 & 0xFF;
- var blue = color & 0xFF;
- this._fxFlashColor = 'rgba(' + red + ',' + green + ',' + blue + ',';
- this._fxFlashDuration = duration;
- this._fxFlashAlpha = 1;
- this._fxFlashComplete = onComplete;
- };
- Flash.prototype.postUpdate = function () {
- // Update the Flash effect
- if(this._fxFlashAlpha > 0) {
- this._fxFlashAlpha -= this._game.time.elapsed / this._fxFlashDuration;
- this._fxFlashAlpha = this._game.math.roundTo(this._fxFlashAlpha, -2);
- if(this._fxFlashAlpha <= 0) {
- this._fxFlashAlpha = 0;
- if(this._fxFlashComplete !== null) {
- this._fxFlashComplete();
- }
- }
- }
- };
- Flash.prototype.postRender = function (cameraX, cameraY, cameraWidth, cameraHeight) {
- if(this._fxFlashAlpha > 0) {
- this._game.stage.context.fillStyle = this._fxFlashColor + this._fxFlashAlpha + ')';
- this._game.stage.context.fillRect(cameraX, cameraY, cameraWidth, cameraHeight);
- }
- };
- return Flash;
- })();
- Camera.Flash = Flash;
- })(FX.Camera || (FX.Camera = {}));
- var Camera = FX.Camera;
- })(Phaser.FX || (Phaser.FX = {}));
- var FX = Phaser.FX;
-})(Phaser || (Phaser = {}));