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

markers : Object The sound markers. Source code:

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

config : Object JSON audio atlas object. Source code:

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

onDecoded : Phaser.Signal The onDecoded event is dispatched

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

game : Phaser.Game A reference to the currently running Game

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

onFadeComplete : Phaser.Signal The onFadeComplete

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

key : string Asset key for the Audio Sprite. Source code:

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

new Sound(game, key, volume, loop) The Sound class constructor.

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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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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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