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Adding docs.
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+89
-55
@@ -1,56 +1,93 @@
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/**
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* Phaser - SoundManager
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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* @module Phaser.SoundManager
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*/
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/**
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* Sound Manager constructor.
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*
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* @class SoundManager
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* @class Phaser.SoundManager
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* @classdesc Phaser Sound Manager.
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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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Phaser.SoundManager = function (game) {
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/**
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* A reference to the currently running Game.
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* @property game
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* @public
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* @type {Phaser.Game}
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*/
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = game;
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/**
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* @property {Phaser.Signal} onSoundDecode - Description.
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*/
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this.onSoundDecode = new Phaser.Signal;
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/**
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* Boolean indicating whether the game is on "mute"
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* @property _muted
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* @private
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* @type {bool}
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*/
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/**
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* @property {bool} _muted - Description.
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* @private
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* @default
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*/
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this._muted = false;
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/**
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* @property {Description} _unlockSource - Description.
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* @private
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* @default
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*/
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this._unlockSource = null;
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/**
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* The global audio volume. A value between 0 (silence) and 1 (full volume)
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* @property _volume
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* @property {number} _volume - The global audio volume. A value between 0 (silence) and 1 (full volume).
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* @private
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* @type {number}
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* @default
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*/
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this._volume = 1;
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/**
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* An array containing all the sounds
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* @property _sounds
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* @property {array} _sounds - An array containing all the sounds
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* @private
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* @type {array}
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* @default The empty array.
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*/
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this._sounds = [];
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/**
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* @property {Description} context - Description.
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* @default
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*/
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this.context = null;
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/**
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* @property {bool} usingWebAudio - Description.
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* @default
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*/
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this.usingWebAudio = true;
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/**
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* @property {bool} usingAudioTag - Description.
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* @default
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*/
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this.usingAudioTag = false;
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/**
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* @property {bool} noAudio - Description.
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* @default
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*/
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this.noAudio = false;
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/**
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* @property {bool} touchLocked - Description.
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* @default
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*/
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this.touchLocked = false;
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/**
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* @property {number} channels - Description.
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* @default
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*/
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this.channels = 32;
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};
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@@ -58,7 +95,7 @@ Phaser.SoundManager = function (game) {
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Phaser.SoundManager.prototype = {
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/**
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* Initialises the sound manager
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* Initialises the sound manager.
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* @method boot
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*/
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boot: function () {
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@@ -140,7 +177,7 @@ Phaser.SoundManager.prototype = {
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},
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/**
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* Enables the audio, usually after the first touch
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* Enables the audio, usually after the first touch.
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* @method unlock
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*/
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unlock: function () {
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@@ -174,7 +211,7 @@ Phaser.SoundManager.prototype = {
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},
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/**
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* Stops all the sounds in the game
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* Stops all the sounds in the game.
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* @method stopAll
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*/
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stopAll: function () {
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@@ -190,7 +227,7 @@ Phaser.SoundManager.prototype = {
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},
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/**
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* Pauses all the sounds in the game
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* Pauses all the sounds in the game.
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* @method pauseAll
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*/
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pauseAll: function () {
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@@ -206,7 +243,7 @@ Phaser.SoundManager.prototype = {
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},
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/**
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* resumes every sound in the game
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* resumes every sound in the game.
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* @method resumeAll
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*/
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resumeAll: function () {
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@@ -224,8 +261,8 @@ Phaser.SoundManager.prototype = {
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/**
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* Decode a sound with its assets key.
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* @method decode
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* @param key {string} Assets key of the sound to be decoded.
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* @param [sound] {Phaser.Sound} its bufer will be set to decoded data.
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* @param {string} key - Assets key of the sound to be decoded.
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* @param {Phaser.Sound} [sound] - Its buffer will be set to decoded data.
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*/
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decode: function (key, sound) {
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@@ -254,7 +291,7 @@ Phaser.SoundManager.prototype = {
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},
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/**
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* updates every sound in the game
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* Updates every sound in the game.
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* @method update
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*/
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update: function () {
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@@ -282,17 +319,19 @@ Phaser.SoundManager.prototype = {
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/**
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*
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* Description.
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* @method add
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* @param {string} key Asset key for the sound.
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* @param {number} volume Default value for the volume.
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* @param {bool} loop Whether or not the sound will loop.
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* @param {string} key - Asset key for the sound.
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* @param {number} volume - Default value for the volume.
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* @param {bool} loop - Whether or not the sound will loop.
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*/
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add: function (key, volume, loop) {
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volume = volume || 1;
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if (typeof loop == 'undefined') { loop = false; }
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var sound = new Phaser.Sound(this.game, key, volume, loop);
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this._sounds.push(sound);
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@@ -303,24 +342,21 @@ Phaser.SoundManager.prototype = {
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};
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/**
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* A global audio mute toggle.
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* @return {bool} Whether or not the game is on "mute".
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*//**
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* Mute sounds.
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* @param {bool} value - Whether or not the game is on "mute"
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*/
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Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
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/**
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* A global audio mute toggle.
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* @method mute
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* @return {bool} whether or not the game is on "mute"
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*/
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get: function () {
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return this._muted;
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},
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/**
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* Mute sounds.
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* @method mute
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* @return {bool} whether or not the game is on "mute"
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*/
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set: function (value) {
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value = value || null;
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@@ -376,12 +412,15 @@ Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
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});
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/**
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* Get
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* @return {number} The global audio volume. A value between 0 (silence) and 1 (full volume).
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*//**
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* Sets the global volume
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* @return {number} value - The global audio volume. A value between 0 (silence) and 1 (full volume).
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*/
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Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
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/**
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* @method volume
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* @return {number} The global audio volume. A value between 0 (silence) and 1 (full volume)
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*/
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get: function () {
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if (this.usingWebAudio)
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@@ -395,11 +434,6 @@ Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
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},
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/**
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* Sets the global volume
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* @method volume
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* @return {number} The global audio volume. A value between 0 (silence) and 1 (full volume)
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*/
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set: function (value) {
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value = this.game.math.clamp(value, 1, 0);
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