added: Phaser.Point.parse

static method that will take an object of any kind and return a new point based on the x & y properties of that object.

optional x & y property names can also be supplied
Phaser.AudioSprite

AudioSprite implementation for phaser.

Loads audio sprites based on the file format created with: https://github.com/tonistiigi/audiosprite
jshint cleanup
Merge pull request #1205 from codevinsky/feature/audiosprite

Phaser.AudioSprite
AudioSprite support is now built into the Loader and SoundManager. AudioSprites are like sprite sheets, only they consist of a selection of audio files and markers in a json configuration. You can find more details at https://github.com/tonistiigi/audiosprite (thanks @codevinsky #1205)

Fixed AudioSprite jsdoc, casing and formatting issues.
Merge pull request #1198 from codevinsky/feature/point-parse

Phaser.Point.parse
Point.parse updated to allow either/or x/y setting and default values.

Point.parse will return a new Point object based on the x and y properties of the object given to Point.parse (thanks @codevinsky #1198)
jshint fix
docgen is now adding inherited classes into the results properly.
Changing any of the Text properties such as font, lineSpacing and fontSize on a Text object that wasn't already on the display list would cause an updateTransform error. Parent is now checked first in all setters.
Sound.fadeOut(duration) will fade the Sound to a volume of zero over the duration given. At the end of the fade the Sound will be stopped and Sound.onFadeComplete dispatched.

Sound.fadeIn(duration, loop) will start the Sound playing, or restart it if already playing, set its volume to zero and then increase the volume over the duration given until it reaches 1. At the end of the fade the Sound.onFadeComplete event is dispatched.
Added AudioSprite to the build files.
docgen updates.
Removed the customBounds layer.
Text.addColor allows you to set specific colors within the Text. It works by taking a color value, which is a typical HTML string such as `#ff0000` or `rgb(255,0,0)` and a position. The position value is the index of the character in the Text string to start applying this color to. Once set the color remains in use until either another color or the end of the string is encountered. For example if the Text was `Photon Storm` and you did `Text.addColor('#ffff00', 6)` it would color in the word `Storm` in yellow.

Text.clearColors resets any previously set colors from `Text.addColor`.
Update phaser.d.ts

Small fixes and a few additions
Merge pull request #1208 from clark-stevenson/patch-1

Update phaser.d.ts
Added the `sourceRect` and `maskRect` parameters back into `BitmapData.alphaMask` as they were accidentally removed in 2.1 (thanks seejay92)
First pass at scale handling on drag. Enable with: sprite.input.scaleLayer = true;