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

currentTime : number The current time the sound is at. 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#duration
  • References/Game Development/Phaser/Sound/Sound

duration : number The duration of the current sound marker in seconds. 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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Sound#onMute
  • References/Game Development/Phaser/Sound/Sound

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

onResume : Phaser.Signal The onResume event is dispatched

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

onDecoded : Phaser.Signal The onDecoded event is dispatched

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