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

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

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

fadeIn(duration, loop, marker) Starts this

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

onMarkerComplete : Phaser.Signal The onMarkerComplete

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

currentMarker : string The string ID of the currently playing marker, if any. Source

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AudioSprite#get()
  • References/Game Development/Phaser/Sound/AudioSprite

get(marker) → {Phaser.Sound}

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

position : number The position of the current sound marker. Source code:

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

allowMultiple : boolean This will allow you to have multiple instances of this Sound playing at once. This is only useful when

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

autoplay : boolean Boolean indicating whether the sound should start automatically. Source

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