loopFull(volume) → {Phaser.Sound}
onMute : Phaser.Signal This signal is dispatched when
stopAll() Stops all the sounds in the game. Source code:
fadeTo(duration, volume) Fades the volume of this Sound from its current
loop : boolean Whether or not the sound or current sound marker will loop. Source
fadeTween : Phaser.Tween The tween that fades the audio
volume : number Gets or sets the global volume of the SoundManager, a value between 0 and 1. The value given is clamped to the
paused : boolean true if the sound is paused, otherwise false. Source code:
addSprite(key) → {Phaser.AudioSprite}
onLoop : Phaser.Signal The onLoop event is dispatched
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