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

pause() Pauses the sound. Source code:

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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#destroy()
  • References/Game Development/Phaser/Sound/SoundManager

destroy() Stops all the sounds in the game, then destroys them and finally clears up any callbacks.

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

currentTime : number The current time the sound is at. Source code:

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AudioSprite#autoplay
  • References/Game Development/Phaser/Sound/AudioSprite

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

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

restart(marker, position, volume, loop)

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

gainNode : Object The gain node in a Web Audio system. Source code:

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

onVolumeChange : Phaser.Signal This signal is dispatched

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