key : string Asset key for the sound. Source code:
addSprite(key) → {Phaser.AudioSprite}
name : string Name of the sound. Source code:
stopAll() Stops all the sounds in the game. Source code:
onSoundDecode : Phaser.Signal The event dispatched
game : Phaser.Game A reference to the currently running Game
[readonly] usingAudioTag : boolean True the SoundManager and device are both using the Audio
[readonly] pendingPlayback : boolean true if the sound file is pending playback
noAudio : boolean True if audio been disabled via the PhaserGlobal (useful if you need to use a 3rd party audio library) or the
touchLocked : boolean true if the audio system is currently locked awaiting a touch event.
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