From ea4873e2861cf627120463cf52084daaf87b19bc Mon Sep 17 00:00:00 2001 From: photonstorm Date: Fri, 21 Feb 2014 23:55:11 +0000 Subject: [PATCH] SoundManager.play() does not do anything with destroyOnComplete (fix #333) --- src/sound/SoundManager.js | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) diff --git a/src/sound/SoundManager.js b/src/sound/SoundManager.js index 31988184..2b7cd833 100644 --- a/src/sound/SoundManager.js +++ b/src/sound/SoundManager.js @@ -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);