Sound#onPlay
  • References/Game Development/Phaser/Sound/Sound

onPlay : Phaser.Signal The onPlay event is dispatched

2025-01-10 15:47:30
Sound#onPause
  • References/Game Development/Phaser/Sound/Sound

onPause : Phaser.Signal The onPause event is dispatched

2025-01-10 15:47:30
AudioSprite#AudioSprite
  • References/Game Development/Phaser/Sound/AudioSprite

new AudioSprite(game, key) Audio Sprites are a combination of audio files and a JSON configuration.The JSON follows the format

2025-01-10 15:47:30
SoundManager#onVolumeChange
  • References/Game Development/Phaser/Sound/SoundManager

onVolumeChange : Phaser.Signal This signal is dispatched

2025-01-10 15:47:30
Sound#isDecoded
  • References/Game Development/Phaser/Sound/Sound

[readonly] isDecoded : boolean Returns true if the sound file has decoded.

2025-01-10 15:47:30
Sound#masterGainNode
  • References/Game Development/Phaser/Sound/Sound

masterGainNode : Object The master gain node in a Web Audio system. Source

2025-01-10 15:47:30
AudioSprite#autoplayKey
  • References/Game Development/Phaser/Sound/AudioSprite

autoplayKey : string If a sound is set to auto play, this holds the marker key of it.

2025-01-10 15:47:30
Sound#restart()
  • References/Game Development/Phaser/Sound/Sound

restart(marker, position, volume, loop)

2025-01-10 15:47:30
SoundManager#decode()
  • References/Game Development/Phaser/Sound/SoundManager

decode(key, sound) Decode a sound by its asset key. Parameters

2025-01-10 15:47:30
AudioSprite#autoplay
  • References/Game Development/Phaser/Sound/AudioSprite

autoplay : boolean Is a sound set to autoplay or not? Source code:

2025-01-10 15:47:30