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

onVolumeChange : Phaser.Signal This signal is dispatched

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SoundManager#decode()
  • References/Game Development/Phaser/Sound/SoundManager

decode(key, sound) Decode a sound by its asset key. Parameters

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SoundManager#destroy()
  • References/Game Development/Phaser/Sound/SoundManager

destroy() Stops all the sounds in the game, then destroys them and finally clears up any callbacks.

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

context :AudioContext The AudioContext being used for playback. Source code:

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

game : Phaser.Game Local reference to game.

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

connectToMaster : boolean Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the

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SoundManager#setTouchLock()
  • References/Game Development/Phaser/Sound/SoundManager

setTouchLock() Sets the Input Manager touch callback to be SoundManager.unlock.Required for iOS audio device unlocking. Mostly

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

onUnMute : Phaser.Signal This signal is dispatched

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

[readonly] usingWebAudio : boolean True the SoundManager and device are both using Web Audio

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

mute : boolean Gets or sets the muted state of the SoundManager. This effects all sounds in the game.

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