destroy() Stops all the sounds in the game, then destroys them and finally clears up any callbacks.
onVolumeChange : Phaser.Signal This signal is dispatched
connectToMaster : boolean Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the
setTouchLock() Sets the Input Manager touch callback to be SoundManager.unlock.Required for iOS audio device unlocking. Mostly
context :AudioContext The AudioContext being used for playback. Source code:
game : Phaser.Game Local reference to game.
onUnMute : Phaser.Signal This signal is dispatched
decode(key, sound) Decode a sound by its asset key. Parameters
setDecodedCallback(files, callback, callbackContext) This method allows you to give the SoundManager a list of Sound files, or keys
mute : boolean Gets or sets the muted state of the SoundManager. This effects all sounds in the game.
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