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

currentMarker : string The string ID of the currently playing marker, if any. Source

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

externalNode : Object If defined this Sound won't connect to the SoundManager master gain node, but will instead connect to externalNode

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

removeMarker(name) Removes a marker from the sound. Parameters Name

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

stopTime : number The time the sound stopped. Source code:

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

position : number The position of the current sound marker. Source code:

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

allowMultiple : boolean This will allow you to have multiple instances of this Sound playing at once. This is only useful when

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

autoplay : boolean Boolean indicating whether the sound should start automatically. Source

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

volume : number Gets or sets the volume of this sound, a value between 0 and 1. The value given is clamped to the range 0 to 1

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

addMarker(name, start, duration, volume, loop)

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

play(marker, position, volume, loop,

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