/** * @author Richard Davey * @author Pavle Goloskokovic (http://prunegames.com) * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ declare var Class: any; declare var Clone: (source: any) => any; declare var EventEmitter: any; declare var NOOP: any; /** * @callback EachActiveSoundCallback * * @param {Phaser.Sound.BaseSoundManager} manager - The SoundManager * @param {Phaser.Sound.BaseSound} sound - The current active Sound * @param {number} index - The index of the current active Sound * @param {Phaser.Sound.BaseSound[]} sounds - All sounds */ /** * Audio sprite sound type. * * @typedef {Phaser.Sound.BaseSound} Phaser.Sound.BaseSound.AudioSpriteSound * * @property {object} spritemap - Local reference to 'spritemap' object form json file generated by audiosprite tool. */ /** * @classdesc * The sound manager is responsible for playing back audio via Web Audio API or HTML Audio tag as fallback. * The audio file type and the encoding of those files are extremely important. * * Not all browsers can play all audio formats. * * There is a good guide to what's supported [here](https://developer.mozilla.org/en-US/Apps/Fundamentals/Audio_and_video_delivery/Cross-browser_audio_basics#Audio_Codec_Support). * * @class BaseSoundManager * @extends Phaser.Events.EventEmitter * @memberOf Phaser.Sound * @constructor * @since 3.0.0 * * @param {Phaser.Game} game - Reference to the current game instance. */ declare var BaseSoundManager: any;