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Phaser 3.60.0 Change Log

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Sound Manager New Features

  • BaseSoundManager.gameLostFocus is a new boolean property that is set to true when the game loses focus and false when it regains focus.
  • BaseSoundManager.getAllPlaying is a new method that will return all currently playing sounds in the Sound Manager.

Sound Manager Updates

  • If no Audio URLs match the given device a new warning is now displayed in the console (thanks @samme)
  • The BaseSoundManager.getAll method used to require a key parameter, to return Sounds matching the key. This is now optional and if not given, all Sound instances are returned.
  • The WebAudioSoundManager will now detect if the Audio Context enters a 'suspended' or 'interrupted' state as part of its update loop and if so it'll try to resume the context. This can happen if you change or disable the audio device, such as plugging in headphones with built-in audio drivers then disconnecting them, or swapping tabs on iOS. Fix #5353 (thanks @helloyoucan)
  • The Device.Audio module has been rewritten to use a new internal CanPlay function that cuts down on the amount of code required greatly.
  • Device.Audio.aac is a new boolean property that defines if the browser can play aac audio files or not, allowing them to be loaded via the Loader (thanks @Ariorh1337)
  • Device.Audio.flac is a new boolean property that defines if the browser can play flac audio files or not, allowing them to be loaded via the Loader (thanks @Ariorh1337)
  • The NoAudioSoundManager now has all of the missing methods, such as removeAll and get to allow it to be a direct replacement for the HTML5 and WebAudio Sound Managers (thanks @orjandh @samme)

Sound Manager Bug Fixes

  • Setting SoundManager.pauseOnBlur to true would not stop the audio if a game lost focus on certain browsers (like Firefox and Chrome on Android 13). This is now enforced via the new gameLostFocus flag. Fix #6354 (thanks @klaritan @michalfialadev)
  • Destroying a WebAudioSound in the same game step as destroying the Game itself would cause an error when trying to disconnect already disconnected Web Audio nodes. WebAudioSound will now bail out of its destroy sequence if it's already pending removal.
  • Audio will now unlock properly again on iOS14 and above in Safari. Fix #5696 (thanks @laineus)

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