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

onFadeComplete : Phaser.Signal The onFadeComplete

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

new Sound(game, key, volume, loop) The Sound class constructor.

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

onResume : Phaser.Signal The onResume event is dispatched

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

onMarkerComplete : Phaser.Signal The onMarkerComplete

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

totalDuration : number The total duration of the sound in seconds. Source

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

startTime : number The time the Sound starts at (typically 0 unless starting from a marker)

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

mute : boolean Gets or sets the muted state of this sound. Source code:

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

context :AudioContext Reference to the AudioContext instance. Source code:

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

usingAudioTag : boolean true if the sound is being played via the Audio tag. Source

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Sound#fadeIn()
  • References/Game Development/Phaser/Sound/Sound

fadeIn(duration, loop, marker) Starts this

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