# Source: src/sound/AudioSprite.js

    /**
     * @author       Jeremy Dowell <jeremy@codevinsky.com>
     * @author       Richard Davey <rich@photonstorm.com>
     * @copyright    2016 Photon Storm Ltd.
     * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
     */

    /**
     * Audio Sprites are a combination of audio files and a JSON configuration.
     * The JSON follows the format of that created by https://github.com/tonistiigi/audiosprite
     *
     * @class Phaser.AudioSprite
     * @constructor
     * @param {Phaser.Game} game - Reference to the current game instance.
     * @param {string} key - Asset key for the sound.
     */
    Phaser.AudioSprite = function (game, key) {

        /**
        * A reference to the currently running Game.
        * @property {Phaser.Game} game
        */
        this.game = game;

        /**
         * Asset key for the Audio Sprite.
         * @property {string} key
         */
        this.key = key;

        /**
         * JSON audio atlas object.
         * @property {object} config
         */
        this.config = this.game.cache.getJSON(key + '-audioatlas');

        /**
         * If a sound is set to auto play, this holds the marker key of it.
         * @property {string} autoplayKey
         */
        this.autoplayKey = null;

        /**
         * Is a sound set to autoplay or not?
         * @property {boolean} autoplay
         * @default
         */
        this.autoplay = false;

        /**
         * An object containing the Phaser.Sound objects for the Audio Sprite.
         * @property {object} sounds
         */
        this.sounds = {};

        for (var k in this.config.spritemap)
        {
            var marker = this.config.spritemap[k];
            var sound = this.game.add.sound(this.key);

            sound.addMarker(k, marker.start, (marker.end - marker.start), null, marker.loop);

            this.sounds[k] = sound;
        }

        if (this.config.autoplay)
        {
            this.autoplayKey = this.config.autoplay;
            this.play(this.autoplayKey);
            this.autoplay = this.sounds[this.autoplayKey];
        }

    };

    Phaser.AudioSprite.prototype = {

        /**
         * Play a sound with the given name.
         *
         * @method Phaser.AudioSprite#play
         * @param {string} [marker] - The name of sound to play
         * @param {number} [volume=1] - Volume of the sound you want to play. If none is given it will use the volume given to the Sound when it was created (which defaults to 1 if none was specified).
         * @return {Phaser.Sound} This sound instance.
         */
        play: function (marker, volume) {

            if (volume === undefined) { volume = 1; }

            return this.sounds[marker].play(marker, null, volume);

        },

        /**
         * Stop a sound with the given name.
         *
         * @method Phaser.AudioSprite#stop
         * @param {string} [marker=''] - The name of sound to stop. If none is given it will stop all sounds in the audio sprite.
         */
        stop: function (marker) {

            if (!marker)
            {
                for (var key in this.sounds)
                {
                    this.sounds[key].stop();
                }
            }
            else
            {
                this.sounds[marker].stop();
            }

        },

        /**
         * Get a sound with the given name.
         *
         * @method Phaser.AudioSprite#get
         * @param {string} marker - The name of sound to get.
         * @return {Phaser.Sound} The sound instance.
         */
        get: function(marker) {

            return this.sounds[marker];

        }

    };

    Phaser.AudioSprite.prototype.constructor = Phaser.AudioSprite;