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

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

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

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

play(marker, position, volume, loop,

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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

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

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

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

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

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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

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

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

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