AudioSprite#game
  • References/Game Development/Phaser/Sound/AudioSprite

game : Phaser.Game A reference to the currently running Game

2025-01-10 15:47:30
Sound#isPlaying
  • References/Game Development/Phaser/Sound/Sound

isPlaying : boolean true if the sound is currently playing, otherwise false. Source

2025-01-10 15:47:30
Sound#resume()
  • References/Game Development/Phaser/Sound/Sound

resume() Resumes the sound. Source code:

2025-01-10 15:47:30
Sound#isDecoding
  • References/Game Development/Phaser/Sound/Sound

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

2025-01-10 15:47:30
Sound#name
  • References/Game Development/Phaser/Sound/Sound

name : string Name of the sound. Source code:

2025-01-10 15:47:30
SoundManager#play()
  • References/Game Development/Phaser/Sound/SoundManager

play(key, volume, loop) → {

2025-01-10 15:47:30
Sound#key
  • References/Game Development/Phaser/Sound/Sound

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

2025-01-10 15:47:30
SoundManager#noAudio
  • References/Game Development/Phaser/Sound/SoundManager

noAudio : boolean True if audio been disabled via the PhaserGlobal (useful if you need to use a 3rd party audio library) or the

2025-01-10 15:47:30
SoundManager#onSoundDecode
  • References/Game Development/Phaser/Sound/SoundManager

onSoundDecode : Phaser.Signal The event dispatched

2025-01-10 15:47:30
Sound#pendingPlayback
  • References/Game Development/Phaser/Sound/Sound

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

2025-01-10 15:47:30