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updated documentation
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@@ -28,7 +28,9 @@ Installation
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-------------
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Just link to the `sound.js` file with a `<script>` tag:
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`<script src="sound.js"></script>`
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```
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<script src="sound.js"></script>
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```
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Or just copy/paste whichever functions you need from the `sound.js`
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file into your own project code.
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@@ -251,7 +253,7 @@ The `jumpSound` has an `attack` value of 0.05, which means there's a
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very quick fade-in to the sound. It's so quick that you can't really hear it, but it
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softens the start of sound a bit. The `reverse` value is `true` which means
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that the pitch bends up instead down. (This makes sense because
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jumping character jump upwards.) The `randomValue` is 100. That means
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jumping characters jump upwards.) The `randomValue` is 100. That means
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the pitch will randomize within a range 100 Hz above and below the target frequency, so
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that the sound's pitch is slightly different every time. This adds organic interest to
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the sound and makes the game world feel more alive and unpredictable.
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@@ -291,7 +293,7 @@ target frequency which interfere with each other and the main sound.
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But it's not just for sound effects! You can use the `soundEffect`
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function to create musical notes, and play them at set intervals.
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Here's a function called `bonusSound` which plays three notes (D, A
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and high D)in a
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and high D) in a
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rising pitch sequence. It's typical of the kind of musical motif you might
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here when a game character scores some bonus points, like picking up
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stars or coins.
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@@ -307,7 +309,7 @@ function bonusSound() {
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```
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(When you hear this sound you might have a flashback to 1985!)
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The key to making it work is the last argument: the `wait` value. The
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first sound's `wait` value is 0, which means the sound should play
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first sound's `wait` value is 0, which means the sound will play
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immediately. The second sound's `wait` value is 0.1, which means it
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will play after a delay of 100 milliseconds. The last sound's `wait`
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value is `0.2`, which will make it play in 200 milliseconds. This
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@@ -316,7 +318,7 @@ gap between them.
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With just a little more work you could use the `wait` feature to build
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a simple music sequencer, and build your own mini-library of musical sound effects
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just for playing notes. If you need it, here's how to covert
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just for playing notes. If you need it, here's how to convert
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frequencies in Hertz to real note values:
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[Note values of frequencies in Hertz](http://www.phy.mtu.edu/~suits/notefreqs.html)
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