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

onVolumeChange : Phaser.Signal This signal is dispatched

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

onMute : Phaser.Signal The onMute event is dispatched

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

onPause : Phaser.Signal The onPause event is dispatched

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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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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

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

game : Phaser.Game Local reference to game.

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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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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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