SoundManager#setTouchLock()

setTouchLock() Sets the Input Manager touch callback to be SoundManager.unlock.Required for iOS audio device unlocking. Mostly just used internally. Source code: sound/SoundManager.js (Line 270)

SoundManager#setDecodedCallback()

setDecodedCallback(files, callback, callbackContext) This method allows you to give the SoundManager a list of Sound files, or keys, and a callback.Once all of the Sound files have finished decoding the callback will be invoked.The amount of time spent decoding depends on the codec used and file size.If all of the files given have already decoded the callback is triggered immediately. Parameters Name Type Description files string | array An array containing either Phaser.Sound objects or t

SoundManager#resumeAll()

resumeAll() Resumes every sound in the game. Source code: sound/SoundManager.js (Line 384)

SoundManager#removeByKey()

removeByKey(key) → {number} Removes all Sounds from the SoundManager that have an asset key matching the given value.The removed Sounds are destroyed before removal. Parameters Name Type Description key string The key to match when removing sound objects. Returns number - The number of matching sound objects that were removed. Source code: sound/SoundManager.js (Line 604)

SoundManager#remove()

remove(sound) → {boolean} Removes a Sound from the SoundManager. The removed Sound is destroyed before removal. Parameters Name Type Description sound Phaser.Sound The sound object to remove. Returns boolean - True if the sound was removed successfully, otherwise false. Source code: sound/SoundManager.js (Line 579)

SoundManager#play()

play(key, volume, loop) → {Phaser.Sound} Adds a new Sound into the SoundManager and starts it playing. Parameters Name Type Argument Default Description key string Asset key for the sound. volume number <optional> 1 Default value for the volume. loop boolean <optional> false Whether or not the sound will loop. Returns Phaser.Sound - The new sound instance. Source code: sound/SoundManager.js (Line 631)

SoundManager#pauseAll()

pauseAll() Pauses all the sounds in the game. Source code: sound/SoundManager.js (Line 362)

SoundManager#onVolumeChange

onVolumeChange : Phaser.Signal This signal is dispatched whenever the global volume changes. The new volume is passed as the only parameter to your callback. Source code: sound/SoundManager.js (Line 42)

SoundManager#onUnMute

onUnMute : Phaser.Signal This signal is dispatched when the SoundManager is globally un-muted, either directly via game code or as a result of the game resuming from a pause. Source code: sound/SoundManager.js (Line 54)

SoundManager#onSoundDecode

onSoundDecode : Phaser.Signal The event dispatched when a sound decodes (typically only for mp3 files) Source code: sound/SoundManager.js (Line 36)