Add positional sounds from the tilemap

This commit is contained in:
2014-06-14 00:09:36 -07:00
parent 84311c229a
commit 456c47998b
2 changed files with 21 additions and 5 deletions

View File

@@ -211,6 +211,22 @@
"width":0,
"x":736,
"y":865
},
{
"gid":17,
"height":0,
"name":"",
"properties":
{
"sound_key":"background_music",
"sound_nofade":"true",
"sound_volume":"0.5"
},
"type":"",
"visible":true,
"width":0,
"x":64,
"y":40
}],
"opacity":1,
"type":"objectgroup",

View File

@@ -74,11 +74,11 @@ function SoundSprite(game, x, y, key, frame,
Phaser.Sprite.call(this, game, x, y, null);
this.sound_key = sound_key;
this.sound_marker = ( typeof sound_marker == undefined ? sound_marker : '');
this.sound_volume = ( typeof sound_volume == undefined ? sound_volume : 1.0 );
this.sound_position = ( typeof sound_position == undefined ? sound_position : 1.0 );
this.sound_loop = ( typeof sound_loop == undefined ? sound_loop : true );
this.sound_forcerestart = ( typeof sound_forcerestart == undefined ? sound_forcerestart : true );
this.sound_nofade = (typeof sound_alwaysplay == undefined ? sound_alwaysplay : false);
this.sound_volume = ( typeof sound_volume == undefined ? Number(sound_volume) : 1.0 );
this.sound_position = ( typeof sound_position == undefined ? parseInt(sound_position) : 1.0 );
this.sound_loop = ( typeof sound_loop == undefined ? Boolean(sound_loop) : true );
this.sound_forcerestart = ( typeof sound_forcerestart == undefined ? Boolean(sound_forcerestart) : true );
this.sound_nofade = (typeof sound_nofade == undefined ? Boolean(sound_alwaysplay) : false);
this.sound = null;
}