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

stop() Stop playing this sound. Source code:

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

context :AudioContext Reference to the AudioContext instance. Source code:

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

onMarkerComplete : Phaser.Signal The onMarkerComplete

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

usingAudioTag : boolean true if the sound is being played via the Audio tag. Source

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

totalDuration : number The total duration of the sound in seconds. Source

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

resumeAll() Resumes every sound in the game. Source code:

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