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

[readonly] isDecoded : boolean Returns true if the sound file has decoded.

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

onVolumeChange : Phaser.Signal This signal is dispatched

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

onPlay : Phaser.Signal The onPlay event is dispatched

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

onStop : Phaser.Signal The onStop event is dispatched

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

restart(marker, position, volume, loop)

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

pause() Pauses the sound. Source code:

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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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