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

onUnMute : Phaser.Signal This signal is dispatched

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

currentTime : number The current time the sound is at. Source code:

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

onPlay : Phaser.Signal The onPlay event is dispatched

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

onPause : Phaser.Signal The onPause event is dispatched

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

decode(key, sound) Decode a sound by its asset key. Parameters

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