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

[readonly] usingWebAudio : boolean true if this sound is being played with Web Audio.

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

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

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SoundManager#connectToMaster
  • References/Game Development/Phaser/Sound/SoundManager

connectToMaster : boolean Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the

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SoundManager#onVolumeChange
  • References/Game Development/Phaser/Sound/SoundManager

onVolumeChange : Phaser.Signal This signal is dispatched

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Sound#pause()
  • References/Game Development/Phaser/Sound/Sound

pause() Pauses the sound. Source code:

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

durationMS : number The duration of the current sound marker in ms. Source

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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.

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

duration : number The duration of the current sound marker in seconds. Source

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

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

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

onMute : Phaser.Signal The onMute event is dispatched

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