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

autoplayKey : string If a sound is set to auto play, this holds the marker key of it.

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

autoplay : boolean Is a sound set to autoplay or not? Source code:

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

new AudioSprite(game, key) Audio Sprites are a combination of audio files and a JSON configuration.The JSON follows the format

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AudioSprite#stop()
  • References/Game Development/Phaser/Sound/AudioSprite

stop(marker) Stop a sound with the given name. Parameters

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

sounds : Object An object containing the Phaser.Sound objects for the Audio Sprite. Source

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AudioSprite#play()
  • References/Game Development/Phaser/Sound/AudioSprite

play(marker, volume) → {

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

key : string Asset key for the Audio Sprite. Source code:

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

config : Object JSON audio atlas object. Source code:

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AudioSprite#get()
  • References/Game Development/Phaser/Sound/AudioSprite

get(marker) → {Phaser.Sound}

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

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

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