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.

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

new SoundManager(game) The Sound Manager is responsible for playing back audio via either the Legacy HTML Audio tag or via Web Audio

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

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

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

add(key, volume, loop, connect) → {

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

removeByKey(key) → {number} Removes all Sounds from the SoundManager that have an asset key matching

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

unlock() → {boolean} Enables the audio, usually after the first touch. Returns

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

resumeAll() Resumes every sound in the game. Source code:

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

muteOnPause : boolean Set to true to have all sound muted when the Phaser game pauses (such as on loss of focus),or set to

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

remove(sound) → {boolean} Removes a Sound from the SoundManager. The removed Sound is destroyed

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

onSoundDecode : Phaser.Signal The event dispatched

2025-01-10 15:47:30