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

onDecoded : Phaser.Signal The onDecoded event is dispatched

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

mute : boolean Gets or sets the muted state of the SoundManager. This effects all sounds in the game.

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

new SoundManager(game) The Sound Manager is responsible for playing back audio via either the Legacy HTML Audio tag or via Web Audio

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

onResume : Phaser.Signal The onResume event is dispatched

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

markers : Object The sound markers. Source code:

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

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

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