addSprite(key) → {Phaser.AudioSprite}
onMute : Phaser.Signal This signal is dispatched when
onSoundDecode : Phaser.Signal The event dispatched
volume : number Gets or sets the global volume of the SoundManager, a value between 0 and 1. The value given is clamped to the
pauseAll() Pauses all the sounds in the game. Source code:
touchLocked : boolean true if the audio system is currently locked awaiting a touch event.
noAudio : boolean True if audio been disabled via the PhaserGlobal (useful if you need to use a 3rd party audio library) or the
[readonly] usingAudioTag : boolean True the SoundManager and device are both using the Audio
play(key, volume, loop) → {
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