text: /**
  * @author       Richard Davey <rich@photonstorm.com>
  * @copyright    2016 Photon Storm Ltd.
  * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
  */
  
  /**
  * The Sound Manager is responsible for playing back audio via either the Legacy HTML Audio tag or via Web Audio if the browser supports it.
  * Note: On Firefox 25+ on Linux if you have media.gstreamer disabled in about:config then it cannot play back mp3 or m4a files.
  * 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: http://hpr.dogphilosophy.net/test/
  *
  * If you are reloading a Phaser Game on a page that never properly refreshes (such as in an AngularJS project) then you will quickly run out
  * of AudioContext nodes. If this is the case create a global var called {@link PhaserGlobal} on the window object before creating the game. The active
  * AudioContext will then be saved to `window.PhaserGlobal.audioContext` when the Phaser game is destroyed, and re-used when it starts again.
  *
  * Mobile warning: There are some mobile devices (certain iPad 2 and iPad Mini revisions) that cannot play 48000 Hz audio.
  * When they try to play the audio becomes extremely distorted and buzzes, eventually crashing the sound system.
  * The solution is to use a lower encoding rate such as 44100 Hz. Sometimes the audio context will
  * be created with a sampleRate of 48000. If this happens and audio distorts you should re-create the context.
  *
  * @class Phaser.SoundManager
  * @constructor
  * @param {Phaser.Game} game - Reference to the current game instance.
  */
  Phaser.SoundManager = function (game) {
  
      /**
      * @property {Phaser.Game} game - Local reference to game.
      */
      this.game = game;
  
      /**
      * @property {Phaser.Signal} onSoundDecode - The event dispatched when a sound decodes (typically only for mp3 files)
      */
      this.onSoundDecode = new Phaser.Signal();
  
      /**
      * This signal is dispatched whenever the global volume changes. The new volume is passed as the only parameter to your callback.
      * @property {Phaser.Signal} onVolumeChange
      */
      this.onVolumeChange = new Phaser.Signal();
  
      /**
      * This signal is dispatched when the SoundManager is globally muted, either directly via game code or as a result of the game pausing.
      * @property {Phaser.Signal} onMute
      */
      this.onMute = new Phaser.Signal();
  
      /**
      * This signal is dispatched when the SoundManager is globally un-muted, either directly via game code or as a result of the game resuming from a pause.
      * @property {Phaser.Signal} onUnMute
      */
      this.onUnMute = new Phaser.Signal();
  
      /**
       * This signal is dispatched when the SoundManager is touch-unlocked.
       * If the device doesn't {@link Phaser.Device.needsTouchUnlock need touch-unlocking}, the signal won't be dispatched.
       * @property {Phaser.Signal} onTouchUnlock
       */
      this.onTouchUnlock = new Phaser.Signal();
  
      /**
      * @property {AudioContext} context - The AudioContext being used for playback.
      * @default
      */
      this.context = null;
  
      /**
      * @property {boolean} usingWebAudio - True the SoundManager and device are both using Web Audio.
      * @readonly
      */
      this.usingWebAudio = false;
  
      /**
      * @property {boolean} usingAudioTag - True the SoundManager and device are both using the Audio tag instead of Web Audio.
      * @readonly
      */
      this.usingAudioTag = false;
  
      /**
      * @property {boolean} noAudio - True if audio been disabled via the PhaserGlobal (useful if you need to use a 3rd party audio library) or the device doesn't support any audio.
      * @default
      */
      this.noAudio = false;
  
      /**
      * @property {boolean} connectToMaster - Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the SoundManager master gain node.
      * @default
      */
      this.connectToMaster = true;
  
      /**
      * @property {boolean} touchLocked - true if the audio system is currently locked awaiting a touch event.
      * @default
      */
      this.touchLocked = false;
  
      /**
      * @property {number} channels - The number of audio channels to use in playback.
      * @default
      */
      this.channels = 32;
  
      /**
      * Set to true to have all sound muted when the Phaser game pauses (such as on loss of focus),
      * or set to false to keep audio playing, regardless of the game pause state. You may need to
      * do this should you wish to control audio muting via external DOM buttons or similar.
      * @property {boolean} muteOnPause
      * @default
      */
      this.muteOnPause = true;
  
      /**
      * @property {boolean} _codeMuted - Internal mute tracking var.
      * @private
      * @default
      */
      this._codeMuted = false;
  
      /**
      * @property {boolean} _muted - Internal mute tracking var.
      * @private
      * @default
      */
      this._muted = false;
  
      /**
      * @property {AudioContext} _unlockSource - Internal unlock tracking var.
      * @private
      * @default
      */
      this._unlockSource = null;
  
      /**
      * @property {number} _volume - The global audio volume. A value between 0 (silence) and 1 (full volume).
      * @private
      * @default
      */
      this._volume = 1;
  
  
      /**
      * @property {array} _sounds - An array containing all the sounds
      * @private
      */
      this._sounds = [];
  
      /**
      * @property {Phaser.ArraySet} _watchList - An array set containing all the sounds being monitored for decoding status.
      * @private
      */
      this._watchList = new Phaser.ArraySet();
  
      /**
      * @property {boolean} _watching - Is the SoundManager monitoring the watchList?
      * @private
      */
      this._watching = false;
  
      /**
      * @property {function} _watchCallback - The callback to invoke once the watchlist is clear.
      * @private
      */
      this._watchCallback = null;
  
      /**
      * @property {object} _watchContext - The context in which to call the watchlist callback.
      * @private
      */
      this._watchContext = null;
  
  };
  
  Phaser.SoundManager.prototype = {
  
      /**
      * Initialises the sound manager.
      * @method Phaser.SoundManager#boot
      * @protected
      */
      boot: function () {
  
          var device = this.game.device;
          var PhaserGlobal = window.PhaserGlobal;
  
          if (device.iOS && device.webAudio === false)
          {
              this.channels = 1;
          }
  
          //  PhaserGlobal overrides
          if (PhaserGlobal)
          {
              //  Check to see if all audio playback is disabled (i.e. handled by a 3rd party class)
              if (PhaserGlobal.disableAudio === true)
              {
                  this.noAudio = true;
                  this.touchLocked = false;
                  return;
              }
  
              //  Check if the Web Audio API is disabled (for testing Audio Tag playback during development)
              if (PhaserGlobal.disableWebAudio === true)
              {
                  this.usingAudioTag = true;
                  this.touchLocked = false;
                  return;
              }
          }
  
          if (PhaserGlobal && PhaserGlobal.audioContext)
          {
              this.context = PhaserGlobal.audioContext;
          }
          else
          {
              var AudioContext = window.AudioContext || window.webkitAudioContext;
  
              if (AudioContext)
              {
                  try
                  {
                      this.context = new AudioContext();
                  }
                  catch (error)
                  {
                      this.context = null;
                      this.usingWebAudio = false;
                      this.touchLocked = false;
  
                      console.warn(error);
                  }
              }
          }
  
          if (this.context === null)
          {
              //  No Web Audio support - how about legacy Audio?
              if (window.Audio === undefined)
              {
                  this.noAudio = true;
                  return;
              }
              else
              {
                  this.usingAudioTag = true;
              }
          }
          else
          {
              this.usingWebAudio = true;
  
              if (this.context.createGain === undefined)
              {
                  this.masterGain = this.context.createGainNode();
              }
              else
              {
                  this.masterGain = this.context.createGain();
              }
  
              this.masterGain.gain.value = 1;
              this.masterGain.connect(this.context.destination);
  
              // A suspended context is actually normal (momentarily) in Firefox.
              // In that case the input handler will do nothing, which is fine.
              if (this.context.state === 'suspended')
              {
                  this.game.input.onUp.addOnce(this.resumeWebAudio, this);
              }
          }
  
          if (!this.noAudio)
          {
              //  On mobile we need a native touch event before we can play anything, so capture it here
              if (device.needsTouchUnlock())
              {
                  this.setTouchLock();
              }
          }
  
          if (this.usingWebAudio && device.chrome && device.chromeVersion <= 65)
          {
              console.log('A "GainNode.gain.value setter smoothing is deprecated" notice in Chrome is normal. <https://github.com/photonstorm/phaser-ce/issues/385>');
          }
  
      },
  
      /**
      * Sets the Input Manager touch callback to be SoundManager.unlock.
      * Required for iOS audio device unlocking. Mostly just used internally.
      *
      * @method Phaser.SoundManager#setTouchLock
      */
      setTouchLock: function () {
  
          if (this.noAudio || (window.PhaserGlobal && window.PhaserGlobal.disableAudio === true))
          {
              return;
          }
  
          this.game.input.addTouchLockCallback(this.unlock, this, true);
  
          this.touchLocked = true;
  
      },
  
      /**
      * Turns off {@link #touchLocked} and dispatches {@link #onTouchUnlock}.
      *
      * @method Phaser.SoundManager#setTouchUnlock
      * @private
      */
      setTouchUnlock: function () {
  
          this.touchLocked = false;
          this._unlockSource = null;
          this.onTouchUnlock.dispatch();
  
      },
  
      /**
      * Try to resume a suspended WebAudio context.
      *
      * If the context isn't suspended, or if WebAudio isn't in use, nothing is done.
      *
      * @return {?Promise} - A Promise, if resume was called. See {@link https://developer.mozilla.org/en-US/docs/Web/API/BaseAudioContext/resume}.
      */
      resumeWebAudio: function () {
  
          if (this.usingWebAudio && this.context.state === 'suspended')
          {
              return this.context.resume();
          }
  
      },
  
      /**
      * Enables the audio, usually after the first touch.
      *
      * @method Phaser.SoundManager#unlock
      * @return {boolean} True if the callback should be removed, otherwise false.
      */
      unlock: function () {
  
          if (this.noAudio || !this.touchLocked || this._unlockSource !== null)
          {
              return true;
          }
  
          //  Global override (mostly for Audio Tag testing)
          if (this.usingAudioTag)
          {
              this.setTouchUnlock();
          }
          else if (this.usingWebAudio)
          {
              // Create empty buffer and play it
              // The SoundManager.update loop captures the state of it and then resets touchLocked to false
  
              var buffer = this.context.createBuffer(1, 1, 22050);
              this._unlockSource = this.context.createBufferSource();
              this._unlockSource.buffer = buffer;
              this._unlockSource.connect(this.context.destination);
  
              if (this._unlockSource.start === undefined)
              {
                  this._unlockSource.noteOn(0);
              }
              else
              {
                  this._unlockSource.start(0);
              }
  
              // This fixes locked audio in Chrome > 55 cross origin iframes?
              this.resumeWebAudio();
          }
  
          //  We can remove the event because we've done what we needed (started the unlock sound playing)
          return true;
  
      },
  
      /**
      * Stops all the sounds in the game.
      *
      * @method Phaser.SoundManager#stopAll
      */
      stopAll: function () {
  
          if (this.noAudio)
          {
              return;
          }
  
          for (var i = 0; i < this._sounds.length; i++)
          {
              if (this._sounds[i])
              {
                  this._sounds[i].stop();
              }
          }
  
      },
  
      /**
      * Pauses all the sounds in the game.
      *
      * @method Phaser.SoundManager#pauseAll
      */
      pauseAll: function () {
  
          if (this.noAudio)
          {
              return;
          }
  
          for (var i = 0; i < this._sounds.length; i++)
          {
              if (this._sounds[i])
              {
                  this._sounds[i].pause();
              }
          }
  
      },
  
      /**
      * Resumes every sound in the game.
      *
      * @method Phaser.SoundManager#resumeAll
      */
      resumeAll: function () {
  
          if (this.noAudio)
          {
              return;
          }
  
          for (var i = 0; i < this._sounds.length; i++)
          {
              if (this._sounds[i])
              {
                  this._sounds[i].resume();
              }
          }
  
      },
  
      /**
      * Decode a sound by its asset key.
      *
      * @method Phaser.SoundManager#decode
      * @param {string} key - Assets key of the sound to be decoded.
      * @param {Phaser.Sound} [sound] - Its buffer will be set to decoded data.
      */
      decode: function (key, sound) {
  
          sound = sound || null;
  
          var soundData = this.game.cache.getSoundData(key);
  
          if (soundData)
          {
              if (this.game.cache.isSoundDecoded(key) === false)
              {
                  this.game.cache.updateSound(key, 'isDecoding', true);
  
                  var _this = this;
  
                  try {
                      this.context.decodeAudioData(soundData, function (buffer) {
  
                          if (buffer)
                          {
                              _this.game.cache.decodedSound(key, buffer);
                              _this.onSoundDecode.dispatch(key, sound);
                          }
                      });
                  }
                  catch (e) {}
              }
          }
  
      },
  
      /**
       * This method allows you to give the SoundManager a list of Sound files, or keys, and a callback.
       * Once all of the Sound files have finished decoding the callback will be invoked.
       * The amount of time spent decoding depends on the codec used and file size.
       * If all of the files given have already decoded the callback is triggered immediately.
       *
       * @method Phaser.SoundManager#setDecodedCallback
       * @param {string|array} files - An array containing either Phaser.Sound objects or their key strings as found in the Phaser.Cache.
       * @param {Function} callback - The callback which will be invoked once all files have finished decoding.
       * @param {Object} callbackContext - The context in which the callback will run.
       */
      setDecodedCallback: function (files, callback, callbackContext) {
  
          if (typeof files === 'string')
          {
              files = [ files ];
          }
  
          this._watchList.reset();
  
          for (var i = 0; i < files.length; i++)
          {
              if (files[i] instanceof Phaser.Sound)
              {
                  if (!this.game.cache.isSoundDecoded(files[i].key))
                  {
                      this._watchList.add(files[i].key);
                  }
              }
              else if (!this.game.cache.isSoundDecoded(files[i]))
              {
                  this._watchList.add(files[i]);
              }
          }
  
          //  All decoded already?
          if (this._watchList.total === 0)
          {
              this._watching = false;
              callback.call(callbackContext);
          }
          else
          {
              this._watching = true;
              this._watchCallback = callback;
              this._watchContext = callbackContext;
          }
  
      },
  
      /**
      * Updates every sound in the game, checks for audio unlock on mobile and monitors the decoding watch list.
      *
      * @method Phaser.SoundManager#update
      * @protected
      */
      update: function () {
  
          if (this.noAudio)
          {
              return;
          }
  
          if (this.touchLocked && this._unlockSource !== null && (this._unlockSource.playbackState === this._unlockSource.PLAYING_STATE || this._unlockSource.playbackState === this._unlockSource.FINISHED_STATE))
          {
              this.setTouchUnlock();
              this.resumeWebAudio();
          }
  
          for (var i = 0; i < this._sounds.length; i++)
          {
              this._sounds[i].update();
          }
  
          if (this._watching)
          {
              var key = this._watchList.first;
  
              while (key)
              {
                  if (this.game.cache.isSoundDecoded(key))
                  {
                      this._watchList.remove(key);
                  }
  
                  key = this._watchList.next;
              }
  
              if (this._watchList.total === 0)
              {
                  this._watching = false;
                  this._watchCallback.call(this._watchContext);
              }
          }
  
      },
  
      /**
      * Adds a new Sound into the SoundManager.
      *
      * @method Phaser.SoundManager#add
      * @param {string} key - Asset key for the sound.
      * @param {number} [volume=1] - Default value for the volume.
      * @param {boolean} [loop=false] - Whether or not the sound will loop.
      * @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
      * @return {Phaser.Sound} The new sound instance.
      */
      add: function (key, volume, loop, connect) {
  
          if (volume === undefined) { volume = 1; }
          if (loop === undefined) { loop = false; }
          if (connect === undefined) { connect = this.connectToMaster; }
  
          var sound = new Phaser.Sound(this.game, key, volume, loop, connect);
  
          this._sounds.push(sound);
  
          return sound;
  
      },
  
      /**
       * Adds a new AudioSprite into the SoundManager.
       *
       * @method Phaser.SoundManager#addSprite
       * @param {string} key - Asset key for the sound.
       * @return {Phaser.AudioSprite} The new AudioSprite instance.
       */
      addSprite: function(key) {
  
          var audioSprite = new Phaser.AudioSprite(this.game, key);
  
          return audioSprite;
  
      },
  
      /**
      * Removes a Sound from the SoundManager. The removed Sound is destroyed before removal.
      *
      * @method Phaser.SoundManager#remove
      * @param {Phaser.Sound} sound - The sound object to remove.
      * @return {boolean} True if the sound was removed successfully, otherwise false.
      */
      remove: function (sound) {
  
          var i = this._sounds.length;
  
          while (i--)
          {
              if (this._sounds[i] === sound)
              {
                  this._sounds[i].destroy(false);
                  this._sounds.splice(i, 1);
                  return true;
              }
          }
  
          return false;
  
      },
  
      /**
      * Removes all Sounds from the SoundManager.
      * The removed Sounds are destroyed before removal.
      *
      * @method Phaser.SoundManager#removeAll
      */
      removeAll: function () {
  
          this.stopAll();
  
          for (var i = 0; i < this._sounds.length; i++)
          {
              if (this._sounds[i])
              {
                  this._sounds[i].destroy();
              }
          }
  
          this._sounds.length = 0;
  
      },
  
      /**
      * Removes all Sounds from the SoundManager that have an asset key matching the given value.
      * The removed Sounds are destroyed before removal.
      *
      * @method Phaser.SoundManager#removeByKey
      * @param {string} key - The key to match when removing sound objects.
      * @return {number} The number of matching sound objects that were removed.
      */
      removeByKey: function (key) {
  
          var i = this._sounds.length;
          var removed = 0;
  
          while (i--)
          {
              if (this._sounds[i].key === key)
              {
                  this._sounds[i].destroy(false);
                  this._sounds.splice(i, 1);
                  removed++;
              }
          }
  
          return removed;
  
      },
  
      /**
      * Adds a new Sound into the SoundManager and starts it playing.
      *
      * @method Phaser.SoundManager#play
      * @param {string} key - Asset key for the sound.
      * @param {number} [volume=1] - Default value for the volume.
      * @param {boolean} [loop=false] - Whether or not the sound will loop.
      * @return {Phaser.Sound} The new sound instance.
      */
      play: function (key, volume, loop) {
  
          if (this.noAudio)
          {
              return;
          }
  
          var sound = this.add(key, volume, loop);
  
          sound.play();
  
          return sound;
  
      },
  
      /**
      * Internal mute handler called automatically by the SoundManager.mute setter.
      *
      * @method Phaser.SoundManager#setMute
      * @private
      */
      setMute: function () {
  
          if (this._muted)
          {
              return;
          }
  
          this._muted = true;
  
          if (this.usingWebAudio)
          {
              this._muteVolume = this.masterGain.gain.value;
              this.masterGain.gain.value = 0;
          }
  
          //  Loop through sounds
          for (var i = 0; i < this._sounds.length; i++)
          {
              if (this._sounds[i].usingAudioTag)
              {
                  this._sounds[i].mute = true;
              }
          }
  
          this.onMute.dispatch();
  
      },
  
      /**
      * Internal mute handler called automatically by the SoundManager.mute setter.
      *
      * @method Phaser.SoundManager#unsetMute
      * @private
      */
      unsetMute: function () {
  
          if (!this._muted || this._codeMuted)
          {
              return;
          }
  
          this._muted = false;
  
          if (this.usingWebAudio)
          {
              this.masterGain.gain.value = this._muteVolume;
          }
  
          //  Loop through sounds
          for (var i = 0; i < this._sounds.length; i++)
          {
              if (this._sounds[i].usingAudioTag)
              {
                  this._sounds[i].mute = false;
              }
          }
  
          this.onUnMute.dispatch();
  
      },
  
      /**
      * Stops all the sounds in the game, then destroys them and finally clears up any callbacks.
      *
      * @method Phaser.SoundManager#destroy
      */
      destroy: function () {
  
          this.removeAll();
  
          this.onSoundDecode.dispose();
  
          if (this.context)
          {
              if (window.PhaserGlobal)
              {
                  //  Store this in the PhaserGlobal window var, if set, to allow for re-use if the game is created again without the page refreshing
                  window.PhaserGlobal.audioContext = this.context;
              }
              else
              {
                  if (this.context.close)
                  {
                      this.context.close();
                  }
              }
          }
  
      }
  
  };
  
  Phaser.SoundManager.prototype.constructor = Phaser.SoundManager;
  
  /**
  * @name Phaser.SoundManager#mute
  * @property {boolean} mute - Gets or sets the muted state of the SoundManager. This effects all sounds in the game.
  */
  Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
  
      get: function () {
  
          return this._muted;
  
      },
  
      set: function (value) {
  
          value = value || false;
  
          if (value)
          {
              if (this._muted)
              {
                  return;
              }
  
              this._codeMuted = true;
              this.setMute();
          }
          else
          {
              if (!this._muted)
              {
                  return;
              }
  
              this._codeMuted = false;
              this.unsetMute();
          }
      }
  
  });
  
  /**
  * @name Phaser.SoundManager#volume
  * @property {number} volume - Gets or sets the global volume of the SoundManager, a value between 0 and 1. The value given is clamped to the range 0 to 1.
  */
  Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
  
      get: function () {
  
          return this._volume;
  
      },
  
      set: function (value) {
  
          if (value < 0)
          {
              value = 0;
          }
          else if (value > 1)
          {
              value = 1;
          }
  
          if (this._volume !== value)
          {
              this._volume = value;
  
              if (this.usingWebAudio)
              {
                  this.masterGain.gain.value = value;
              }
              else
              {
                  //  Loop through the sound cache and change the volume of all html audio tags
                  for (var i = 0; i < this._sounds.length; i++)
                  {
                      if (this._sounds[i].usingAudioTag)
                      {
                          this._sounds[i].updateGlobalVolume(value);
                      }
                  }
              }
  
              this.onVolumeChange.dispatch(value);
          }
  
      }
  
  });
  