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

pausedTime : number The game time at which the sound was paused. 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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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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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#context
  • References/Game Development/Phaser/Sound/SoundManager

context :AudioContext The AudioContext being used for playback. Source code:

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

setTouchLock() Sets the Input Manager touch callback to be SoundManager.unlock.Required for iOS audio device unlocking. Mostly

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

pausedPosition : number The position the sound had reached when it was paused. Source

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

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

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