Comments (2)
I ran into the same issue today and digged a bit deeper on this, although Rich already wrote in http://www.html5gamedevs.com/topic/445-sounds-in-phaser/#entry1993 that he is working on a rewrite of the SoundManager
.
If you play a sound for the first time, it's loaded, but not yet decoded. So the SoundManager.prototype.play
method will call SoundManager.prototype.decode
, which then will perform two calls to Sound.prototype.play
in short intervals:
-
after decoding there is a call to
Sound.prototype.setDecodedBuffer
, which in turn calls theSound.prototype.play
function (with the correct volume configured). -
after step 1 the callback of
SoundManager.prototype.decode
is called which then callsSoundManager.prototype.play
. Since only the key is given as an argument, theplay
function assumes a volume of 1.0.
I created a pull request for a possible interim solution until the new SoundManager
is in place.
from phaser.
This is now in 0.9.5, will do well until new sound manager goes in.
from phaser.
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