stop() Stop playing this sound. Source code:
onFadeComplete : Phaser.Signal The onFadeComplete
destroy(remove) Destroys this sound and all associated events and removes it from the SoundManager.
config : Object JSON audio atlas object. Source code:
add(key, volume, loop, connect) → {
removeByKey(key) → {number} Removes all Sounds from the SoundManager that have an asset key matching
fadeIn(duration, loop, marker) Starts this
startTime : number The time the Sound starts at (typically 0 unless starting from a marker)
unlock() → {boolean} Enables the audio, usually after the first touch. Returns
mute : boolean Gets or sets the muted state of this sound. Source code:
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