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

onStop : Phaser.Signal The onStop event is dispatched

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

pause() Pauses the sound. Source code:

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

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

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

onMute : Phaser.Signal The onMute 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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Sound#onPause
  • References/Game Development/Phaser/Sound/Sound

onPause : Phaser.Signal The onPause event is dispatched

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