SinglePad#reset()

reset() Reset all buttons/axes of this gamepad. Source code: input/SinglePad.js (Line 539)

SinglePad#SinglePad

new SinglePad(game, padParent) A single Phaser Gamepad Parameters Name Type Description game Phaser.Game Current game instance. padParent object The parent Phaser.Gamepad object (all gamepads reside under this) Source code: input/SinglePad.js (Line 16)

Sound#addMarker()

addMarker(name, start, duration, volume, loop) Adds a marker into the current Sound. A marker is represented by a unique key and a start time and duration.This allows you to bundle multiple sounds together into a single audio file and use markers to jump between them for playback. Parameters Name Type Argument Default Description name string A unique name for this marker, i.e. 'explosion', 'gunshot', etc. start number The start point of this marker in the audio file, given in sec

Sound#allowMultiple

allowMultiple : boolean This will allow you to have multiple instances of this Sound playing at once. This is only useful when running under Web Audio, and we recommend you implement a local pooling system to not flood the sound channels. Source code: sound/Sound.js (Line 144)

Sound#autoplay

autoplay : boolean Boolean indicating whether the sound should start automatically. Source code: sound/Sound.js (Line 57)

Sound#context

context :AudioContext Reference to the AudioContext instance. Source code: sound/Sound.js (Line 52)

Sound#currentMarker

currentMarker : string The string ID of the currently playing marker, if any. Source code: sound/Sound.js (Line 121)

Sound#currentTime

currentTime : number The current time the sound is at. Source code: sound/Sound.js (Line 73)

Sound#destroy()

destroy(remove) Destroys this sound and all associated events and removes it from the SoundManager. Parameters Name Type Argument Default Description remove boolean <optional> true If true this Sound is automatically removed from the SoundManager. Source code: sound/Sound.js (Line 1035)

Sound#duration

duration : number The duration of the current sound marker in seconds. Source code: sound/Sound.js (Line 78)