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  • Game Development
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  • Sound
Sound:
  • AudioSprite
  • Sound
  • SoundManager


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

loopFull(volume) → {Phaser.Sound}

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

addSprite(key) → {Phaser.AudioSprite}

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

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

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

fadeTween : Phaser.Tween The tween that fades the audio

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

onLoop : Phaser.Signal The onLoop event is dispatched

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

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