text: /**
  * Phaser - SoundManager
  *
  */
  Phaser.SoundManager = function (game) {
  
  	this.game = game;
  
  	this.onSoundDecode = new Phaser.Signal;
  
      this._muted = false;
      this._unlockSource = null;
      this._volume = 1;
      this._muted = false;
      this._sounds = [];
  
      this.context = null;
      this.usingWebAudio = true;
      this.usingAudioTag = false;
      this.noAudio = false;
  
      this.touchLocked = false;
  
      this.channels = 32;
  	
  };
  
  Phaser.SoundManager.prototype = {
  
      boot: function () {
  
          if (this.game.device.iOS && this.game.device.webAudio == false)
          {
              this.channels = 1;
          }
  
          if (this.game.device.iOS || (window['PhaserGlobal'] && window['PhaserGlobal'].fakeiOSTouchLock))
          {
              this.game.input.touch.callbackContext = this;
              this.game.input.touch.touchStartCallback = this.unlock;
              this.game.input.mouse.callbackContext = this;
              this.game.input.mouse.mouseDownCallback = this.unlock;
              this.touchLocked = true;
          }
          else
          {
              //  What about iOS5?
              this.touchLocked = false;
          }
  
          if (window['PhaserGlobal'])
          {
              //  Check to see if all audio playback is disabled (i.e. handled by a 3rd party class)
              if (window['PhaserGlobal'].disableAudio == true)
              {
                  this.usingWebAudio = false;
                  this.noAudio = true;
                  return;
              }
  
              //  Check if the Web Audio API is disabled (for testing Audio Tag playback during development)
              if (window['PhaserGlobal'].disableWebAudio == true)
              {
                  this.usingWebAudio = false;
                  this.usingAudioTag = true;
                  this.noAudio = false;
                  return;
              }
          }
  
          if (!!window['AudioContext'])
          {
              this.context = new window['AudioContext']();
          }
          else if (!!window['webkitAudioContext'])
          {
              this.context = new window['webkitAudioContext']();
          }
          else if (!!window['Audio'])
          {
              this.usingWebAudio = false;
              this.usingAudioTag = true;
          }
          else
          {
              this.usingWebAudio = false;
              this.noAudio = true;
          }
  
          if (this.context !== null)
          {
              if (typeof 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);
          }
  
  
      },
  
      unlock: function () {
  
          if (this.touchLocked == false)
          {
              return;
          }
  
          //  Global override (mostly for Audio Tag testing)
          if (this.game.device.webAudio == false || (window['PhaserGlobal'] && window['PhaserGlobal'].disableWebAudio == true))
          {
              //  Create an Audio tag?
              this.touchLocked = false;
              this._unlockSource = null;
              this.game.input.touch.callbackContext = null;
              this.game.input.touch.touchStartCallback = null;
              this.game.input.mouse.callbackContext = null;
              this.game.input.mouse.mouseDownCallback = null;
          }
          else
          {
              // Create empty buffer and play it
              var buffer = this.context.createBuffer(1, 1, 22050);
              this._unlockSource = this.context.createBufferSource();
              this._unlockSource.buffer = buffer;
              this._unlockSource.connect(this.context.destination);
              this._unlockSource.noteOn(0);
          }
  
      },
  
      stopAll: function () {
  
          for (var i = 0; i < this._sounds.length; i++)
          {
              if (this._sounds[i])
              {
                  this._sounds[i].stop();
              }
          }
  
      },
  
      pauseAll: function () {
  
          for (var i = 0; i < this._sounds.length; i++)
          {
              if (this._sounds[i])
              {
                  this._sounds[i].pause();
              }
          }
  
      },
  
      resumeAll: function () {
  
          for (var i = 0; i < this._sounds.length; i++)
          {
              if (this._sounds[i])
              {
                  this._sounds[i].resume();
              }
          }
     
  	},
  
  	/**
      * Decode a sound with its assets key.
      * @param key {string} Assets key of the sound to be decoded.
      * @param [sound] {Sound} its bufer 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 that = this;
  
                  this.context.decodeAudioData(soundData, function (buffer) {
                      that.game.cache.decodedSound(key, buffer);
                      if (sound)
                      {
                          that.onSoundDecode.dispatch(sound);
                      }
                  });
              }
          }
  
      },
  
      update: function () {
  
          if (this.touchLocked)
          {
              if (this.game.device.webAudio && this._unlockSource !== null)
              {
                  if ((this._unlockSource.playbackState === this._unlockSource.PLAYING_STATE || this._unlockSource.playbackState === this._unlockSource.FINISHED_STATE))
                  {
                      this.touchLocked = false;
                      this._unlockSource = null;
                      this.game.input.touch.callbackContext = null;
                      this.game.input.touch.touchStartCallback = null;
                  }
              }
          }
  
          for (var i = 0; i < this._sounds.length; i++)
          {
              this._sounds[i].update();
          }
  
      },
  
      add: function (key, volume, loop) {
  
      	volume = volume || 1;
      	loop = loop || false;
  
          var sound = new Phaser.Sound(this.game, key, volume, loop);
  
          this._sounds.push(sound);
  
          return sound;
  
      }
  
  };
  
  Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
  
  	/**
      * A global audio mute toggle.
      */
      get: function () {
  
          return this._muted;
  
      },
  
      set: function (value) {
  
          value = value || null;
  
          if (value)
          {
              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;
                  }
              }
          }
          else
          {
              if (this._muted == false)
              {
                  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;
                  }
              }
          }
      },
  
      enumerable: true,
      configurable: true
  });
  
  Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
      
      get: function () {
  
          if (this.usingWebAudio)
          {
              return this.masterGain.gain.value;
          }
          else
          {
              return this._volume;
          }
  
      },
  
  	/**
      * The global audio volume. A value between 0 (silence) and 1 (full volume)
      */
      set: function (value) {
  
          value = this.game.math.clamp(value, 1, 0);
  
          this._volume = value;
  
          if (this.usingWebAudio)
          {
              this.masterGain.gain.value = value;
          }
  
          //  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].volume = this._sounds[i].volume * value;
              }
          }
          
      }
  
  });
  