Sound#stop()

stop() Stop playing this sound. Source code: sound/Sound.js (Line 858)

Sound#stopTime

stopTime : number The time the sound stopped. Source code: sound/Sound.js (Line 93)

Sound#totalDuration

totalDuration : number The total duration of the sound in seconds. Source code: sound/Sound.js (Line 62)

Sound#usingAudioTag

usingAudioTag : boolean true if the sound is being played via the Audio tag. Source code: sound/Sound.js (Line 155)

Sound#usingWebAudio

[readonly] usingWebAudio : boolean true if this sound is being played with Web Audio. Source code: sound/Sound.js (Line 150)

Sound#volume

volume : number Gets or sets the volume of this sound, a value between 0 and 1. The value given is clamped to the range 0 to 1. Source code: sound/Sound.js (Line 1155)

SoundManager#add()

add(key, volume, loop, connect) → {Phaser.Sound} Adds a new Sound into the SoundManager. Parameters Name Type Argument Default Description key string Asset key for the sound. volume number <optional> 1 Default value for the volume. loop boolean <optional> false Whether or not the sound will loop. connect boolean <optional> true Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio. Ret

SoundManager#addSprite()

addSprite(key) → {Phaser.AudioSprite} Adds a new AudioSprite into the SoundManager. Parameters Name Type Description key string Asset key for the sound. Returns Phaser.AudioSprite - The new AudioSprite instance. Source code: sound/SoundManager.js (Line 564)

SoundManager#channels

channels : number The number of audio channels to use in playback. Default Value 32 Source code: sound/SoundManager.js (Line 96)

SoundManager#connectToMaster

connectToMaster : boolean Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the SoundManager master gain node. Default Value true Source code: sound/SoundManager.js (Line 84)