/** * @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 BaseSound: any; declare var Class: any; declare var EventEmitter: any; declare var Extend: any; /** * @classdesc * No audio implementation of the sound. It is used if audio has been * disabled in the game config or the device doesn't support any audio. * * It represents a graceful degradation of sound logic that provides * minimal functionality and prevents Phaser projects that use audio from * breaking on devices that don't support any audio playback technologies. * * @class NoAudioSound * @extends Phaser.Sound.BaseSound * @memberOf Phaser.Sound * @constructor * @since 3.0.0 * * @param {Phaser.Sound.NoAudioSoundManager} manager - Reference to the current sound manager instance. * @param {string} key - Asset key for the sound. * @param {SoundConfig} [config={}] - An optional config object containing default sound settings. */ declare var NoAudioSound: any;