loopFull(volume) → {Phaser.Sound}
resume() Resumes the sound. Source code:
addSprite(key) → {Phaser.AudioSprite}
name : string Name of the sound. Source code:
loop : boolean Whether or not the sound or current sound marker will loop. Source
play(key, volume, loop) → {
fadeTween : Phaser.Tween The tween that fades the audio
game : Phaser.Game A reference to the currently running Game
onLoop : Phaser.Signal The onLoop event is dispatched
isPlaying : boolean true if the sound is currently playing, otherwise false. Source
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