Sound#resume()

resume() Resumes the sound. Source code: sound/Sound.js (Line 782)

Sound#restart()

restart(marker, position, volume, loop) Restart the sound, or a marked section of it. Parameters Name Type Argument Default Description marker string <optional> '' If you want to play a marker then give the key here, otherwise leave blank to play the full sound. position number <optional> 0 The starting position to play the sound from - this is ignored if you provide a marker. volume number <optional> 1 Volume of the sound you want to play. loop boolean &l

Sound#removeMarker()

removeMarker(name) Removes a marker from the sound. Parameters Name Type Description name string The key of the marker to remove. Source code: sound/Sound.js (Line 377)

Sound#position

position : number The position of the current sound marker. Source code: sound/Sound.js (Line 88)

Sound#play()

play(marker, position, volume, loop, forceRestart) → {Phaser.Sound} Play this sound, or a marked section of it. Parameters Name Type Argument Default Description marker string <optional> '' If you want to play a marker then give the key here, otherwise leave blank to play the full sound. position number <optional> 0 The starting position to play the sound from - this is ignored if you provide a marker. volume number <optional> 1 Volume of the sound you want t

Sound#pendingPlayback

[readonly] pendingPlayback : boolean true if the sound file is pending playback Source code: sound/Sound.js (Line 132)

Sound#pausedTime

pausedTime : number The game time at which the sound was paused. Source code: sound/Sound.js (Line 109)

Sound#pausedPosition

pausedPosition : number The position the sound had reached when it was paused. Source code: sound/Sound.js (Line 104)

Sound#paused

paused : boolean true if the sound is paused, otherwise false. Source code: sound/Sound.js (Line 99)

Sound#pause()

pause() Pauses the sound. Source code: sound/Sound.js (Line 763)