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

stop() Stop playing this sound. Source code:

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

onFadeComplete : Phaser.Signal The onFadeComplete

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

config : Object JSON audio atlas object. Source code:

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SoundManager#add()
  • References/Game Development/Phaser/Sound/SoundManager

add(key, volume, loop, connect) → {

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SoundManager#removeByKey()
  • References/Game Development/Phaser/Sound/SoundManager

removeByKey(key) → {number} Removes all Sounds from the SoundManager that have an asset key matching

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

fadeIn(duration, loop, marker) Starts this

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

startTime : number The time the Sound starts at (typically 0 unless starting from a marker)

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SoundManager#unlock()
  • References/Game Development/Phaser/Sound/SoundManager

unlock() → {boolean} Enables the audio, usually after the first touch. Returns

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

mute : boolean Gets or sets the muted state of this sound. Source code:

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