update
synchronize
enable updateCall
Merge pull request #65 from tzenkner/master

enable the update call in bridge and rope automatically
made pool compatible as a component, added to Components.fla
cleaned pool
Merge pull request #66 from tzenkner/master

pool updated
Future SWCs will include comments!
AnimationSequence can add new animations and remove them.
Add physics flags to prevent running contact if not necessary (beginContactCallEnabled, endContactCallEnabled, etc.).
improved box2d platform it won't call handlePreSolve if it's not oneWay
Fixed a bug on Nape Missile's angle.
Update SoundManager.as

Hi, I have recently been adapting this class to my Starling game and I thought I would share the few bits I have been able to simplify and a few new methods to deal with gradual volume changes.

CHANGES:
I added a 'soundIsPlaying' method to encapsulate the check for a playing sound that happened in various methods.

Also I added a couple of new methods to tween sound's volume: 'tweenVolume' and 'crossFade'. The first uses Starling's tween engine, but the tweening part can be performed by any tweening engine (i.e. TweenMax or TweenLite)- I am not too familiar with the Citrus Engine so I am not sure which one Citrus supports.

Hope it helps!
Box2DComponent implements physics flags
Merge pull request #68 from FrancescoMaisto/patch-1

Update SoundManager.as
commented Tweened method
added EazeTween as the tweening engine
When Starling is set up it picks up fullScreen dimension if it's running on mobile. The Context3DProfile parameter is also added.
changed input var from private to protected
changed keyboard key substract into subtract