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

resumeAll() Resumes every sound in the game. 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#totalDuration
  • References/Game Development/Phaser/Sound/Sound

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

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

stopTime : number The time the sound stopped. Source code:

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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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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#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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