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

fadeIn(duration, loop, marker) Starts this

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

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

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

add(key, volume, loop, connect) → {

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

fadeOut(duration) Decreases the volume of this Sound from its current value to 0 over the duration specified

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

override : boolean if true when you play this sound it will always start from the beginning.

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

play(marker, position, volume, loop,

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