data.event.preventDefault(); var touches = Object.keys(data); /** * This code is rediculous - but it fixes the bug in ios where audio does not play */ /*R3.Event.Emit( R3.Event.PLAY_AUDIO, { name : 'Audio - Flamethrower' } ); if (touches.length > 2) { */ R3.Event.Emit(R3.Event.MOUSE_DOWN); /*} else { R3.Event.Emit( R3.Event.STOP_AUDIO, { name : 'Audio - Flamethrower' } ); }*/ //@ sourceURL=touchStart.js