SoundManager.play() does not do anything with destroyOnComplete (fix #333)

This commit is contained in:
photonstorm
2014-02-21 23:55:11 +00:00
parent 57796a60be
commit ea4873e286
+1 -4
View File
@@ -352,12 +352,9 @@ Phaser.SoundManager.prototype = {
* @param {string} key - Asset key for the sound.
* @param {number} [volume=1] - Default value for the volume.
* @param {boolean} [loop=false] - Whether or not the sound will loop.
* @param {boolean} [destroyOnComplete=false] - If true the Sound will destroy itself once it has finished playing, or is stopped.
* @return {Phaser.Sound} The new sound instance.
*/
play: function (key, volume, loop, destroyOnComplete) {
if (typeof destroyOnComplete == 'undefined') { destroyOnComplete = false; }
play: function (key, volume, loop) {
var sound = this.add(key, volume, loop);