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

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

2025-01-10 15:47:30
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

2025-01-10 15:47:30
Sound#key
  • References/Game Development/Phaser/Sound/Sound

key : string Asset key for the sound. Source code:

2025-01-10 15:47:30
Sound#name
  • References/Game Development/Phaser/Sound/Sound

name : string Name of the sound. Source code:

2025-01-10 15:47:30
Sound#pendingPlayback
  • References/Game Development/Phaser/Sound/Sound

[readonly] pendingPlayback : boolean true if the sound file is pending playback

2025-01-10 15:47:30
Sound#isDecoding
  • References/Game Development/Phaser/Sound/Sound

[readonly] isDecoding : boolean Returns true if the sound file is still decoding.

2025-01-10 15:47:30
Sound#resume()
  • References/Game Development/Phaser/Sound/Sound

resume() Resumes the sound. Source code:

2025-01-10 15:47:30
Sound#fadeTo()
  • References/Game Development/Phaser/Sound/Sound

fadeTo(duration, volume) Fades the volume of this Sound from its current

2025-01-10 15:47:30
Sound#loop
  • References/Game Development/Phaser/Sound/Sound

loop : boolean Whether or not the sound or current sound marker will loop. Source

2025-01-10 15:47:30
Sound#fadeTween
  • References/Game Development/Phaser/Sound/Sound

fadeTween : Phaser.Tween The tween that fades the audio

2025-01-10 15:47:30