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

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

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

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

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

onMute : Phaser.Signal This signal is dispatched when

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

touchLocked : boolean true if the audio system is currently locked awaiting a touch event.

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

pauseAll() Pauses all the sounds in the game. Source code:

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

stopAll() Stops all the sounds in the game. Source code:

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

addSprite(key) → {Phaser.AudioSprite}

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

play(key, volume, loop) → {

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

noAudio : boolean True if audio been disabled via the PhaserGlobal (useful if you need to use a 3rd party audio library) or the

2025-01-10 15:47:30