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

volume : number Gets or sets the volume of this sound, a value between 0 and 1. The value given is clamped to the range 0 to 1

2025-01-10 15:47:30
Sound#addMarker()
  • References/Game Development/Phaser/Sound/Sound

addMarker(name, start, duration, volume, loop)

2025-01-10 15:47:30
Sound#externalNode
  • References/Game Development/Phaser/Sound/Sound

externalNode : Object If defined this Sound won't connect to the SoundManager master gain node, but will instead connect to externalNode

2025-01-10 15:47:30
Sound#position
  • References/Game Development/Phaser/Sound/Sound

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

2025-01-10 15:47:30
Sound#removeMarker()
  • References/Game Development/Phaser/Sound/Sound

removeMarker(name) Removes a marker from the sound. Parameters Name

2025-01-10 15:47:30
Sound#play()
  • References/Game Development/Phaser/Sound/Sound

play(marker, position, volume, loop,

2025-01-10 15:47:30
AudioSprite#get()
  • References/Game Development/Phaser/Sound/AudioSprite

get(marker) → {Phaser.Sound}

2025-01-10 15:47:30
SoundManager#muteOnPause
  • References/Game Development/Phaser/Sound/SoundManager

muteOnPause : boolean Set to true to have all sound muted when the Phaser game pauses (such as on loss of focus),or set to

2025-01-10 15:47:30
Sound#autoplay
  • References/Game Development/Phaser/Sound/Sound

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

2025-01-10 15:47:30
SoundManager#remove()
  • References/Game Development/Phaser/Sound/SoundManager

remove(sound) → {boolean} Removes a Sound from the SoundManager. The removed Sound is destroyed

2025-01-10 15:47:30