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

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

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

onMute : Phaser.Signal The onMute event is dispatched

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

duration : number The duration of the current sound marker in seconds. Source

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

pause() Pauses the sound. Source code:

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

[readonly] usingWebAudio : boolean True the SoundManager and device are both using Web Audio

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

setDecodedCallback(files, callback, callbackContext) This method allows you to give the SoundManager a list of Sound files, or keys

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

channels : number The number of audio channels to use in playback. Default

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

onFadeComplete : Phaser.Signal The onFadeComplete

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