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

onResume : Phaser.Signal The onResume 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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Sound#stop()
  • References/Game Development/Phaser/Sound/Sound

stop() Stop playing this sound. Source code:

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

add(key, volume, loop, connect) → {

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

onMarkerComplete : Phaser.Signal The onMarkerComplete

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

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

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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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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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