isQuartileReached(quartile, time, progress) {
    let quartileReached = false;
    // if quartile time already reached and never triggered
    if (time <= progress && !this._alreadyTriggeredQuartiles[quartile]) {
      quartileReached = true;
    }
    return quartileReached;
  }
/**
   * Checks if a quartile has been reached without have being triggered already.
   *
   * @param {String} quartile - Quartile name
   * @param {Number} time - Time offset, when this quartile is reached in seconds.
   * @param {Number} progress - Current progress of the ads in seconds.
   *
   * @return {Boolean}
   */
Checks if a quartile has been reached without have being triggered already.
@param {String} quartile - Quartile name
@param {Number} time - Time offset, when this quartile is reached in seconds.
@param {Number} progress - Current progress of the ads in seconds.

@return {Boolean}
Checks if a quartile has been reached without have being triggered already . @param { String } quartile - Quartile name @param { Number } time - Time offset when this quartile is reached in seconds . @param { Number } progress - Current progress of the ads in seconds . @return { Boolean }
isQuartileReached(quartile, time, progress) {
    let quartileReached = false;
    if (time <= progress && !this._alreadyTriggeredQuartiles[quartile]) {
      quartileReached = true;
    }
    return quartileReached;
  }
isQuartileReached ( quartile , time , progress ) { let quartileReached = false ; if ( time <= progress && ! this . _alreadyTriggeredQuartiles [ quartile ] ) { quartileReached = true ; } return quartileReached ; }
Checks if a quartile has been reached without have being triggered already.
Checks if a quartile has been reached without have being triggered already .
// if quartile time already reached and never triggered