destroy(remove) Destroys this sound and all associated events and removes it from the SoundManager.
new Sound(game, key, volume, loop) The Sound class constructor.
onResume : Phaser.Signal The onResume event is dispatched
totalDuration : number The total duration of the sound in seconds. Source
fadeIn(duration, loop, marker) Starts this
onMarkerComplete : Phaser.Signal The onMarkerComplete
mute : boolean Gets or sets the muted state of this sound. Source code:
startTime : number The time the Sound starts at (typically 0 unless starting from a marker)
context :AudioContext Reference to the AudioContext instance. Source code:
usingAudioTag : boolean true if the sound is being played via the Audio tag. Source
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