[readonly] usingWebAudio : boolean true if this sound is being played with Web Audio.
connectToMaster : boolean Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the
onVolumeChange : Phaser.Signal This signal is dispatched
game : Phaser.Game Local reference to game.
pausedPosition : number The position the sound had reached when it was paused. Source
restart(marker, position, volume, loop)
new AudioSprite(game, key) Audio Sprites are a combination of audio files and a JSON configuration.The JSON follows the format
setTouchLock() Sets the Input Manager touch callback to be SoundManager.unlock.Required for iOS audio device unlocking. Mostly
onStop : Phaser.Signal The onStop event is dispatched
destroy() Stops all the sounds in the game, then destroys them and finally clears up any callbacks.
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