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

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

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

game : Phaser.Game Local reference to game.

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

gainNode : Object The gain node in a Web Audio system. Source code:

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

onVolumeChange : Phaser.Signal This signal is dispatched

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

destroy(remove) Destroys this sound and all associated events and removes it from the SoundManager.

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AudioSprite#play()
  • References/Game Development/Phaser/Sound/AudioSprite

play(marker, volume) → {

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AudioSprite#stop()
  • References/Game Development/Phaser/Sound/AudioSprite

stop(marker) Stop a sound with the given name. Parameters

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AudioSprite#sounds
  • References/Game Development/Phaser/Sound/AudioSprite

sounds : Object An object containing the Phaser.Sound objects for the Audio Sprite. Source

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