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

loopFull(volume) → {Phaser.Sound}

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

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

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

fadeTo(duration, volume) Fades the volume of this Sound from its current

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

loop : boolean Whether or not the sound or current sound marker will loop. Source

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

fadeTween : Phaser.Tween The tween that fades the audio

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

paused : boolean true if the sound is paused, otherwise false. Source code:

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

addSprite(key) → {Phaser.AudioSprite}

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

onLoop : Phaser.Signal The onLoop event is dispatched

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