SoundManager#onSoundDecode
  • References/Game Development/Phaser/Sound/SoundManager

onSoundDecode : Phaser.Signal The event dispatched

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SoundManager#usingAudioTag
  • References/Game Development/Phaser/Sound/SoundManager

[readonly] usingAudioTag : boolean True the SoundManager and device are both using the Audio

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

[readonly] isDecoding : boolean Returns true if the sound file is still decoding.

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

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

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SoundManager#onMute
  • References/Game Development/Phaser/Sound/SoundManager

onMute : Phaser.Signal This signal is dispatched when

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SoundManager#touchLocked
  • References/Game Development/Phaser/Sound/SoundManager

touchLocked : boolean true if the audio system is currently locked awaiting a touch event.

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

[readonly] pendingPlayback : boolean true if the sound file is pending playback

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

pauseAll() Pauses all the sounds in the game. Source code:

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

key : string Asset key for the sound. Source code:

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

stopAll() Stops all the sounds in the game. Source code:

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