new Sound(game, key, volume, loop)
The Sound class constructor.
Parameters:
Name | Type | Argument | Default | Description |
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game |
Phaser.Game | Reference to the current game instance. |
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key |
string | Asset key for the sound. |
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volume |
number |
<optional> |
1 | Default value for the volume, between 0 and 1. |
loop |
boolean |
<optional> |
false | Whether or not the sound will loop. |
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Members
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context
-
Reference to AudioContext instance.
- Default Value:
- null
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Properties:
Name Type Description context
AudioContext -
currentMarker
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Description.
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Properties:
Name Type Description currentMarker
string -
currentTime
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Description.
- Default Value:
- 0
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Properties:
Name Type Description currentTime
number -
duration
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Description.
- Default Value:
- 0
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Properties:
Name Type Description duration
number -
game
-
A reference to the currently running Game.
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Properties:
Name Type Description game
Phaser.Game -
<readonly> isDecoded
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Properties:
Name Type Description isDecoded
boolean Returns true if the sound file has decoded.
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<readonly> isDecoding
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Properties:
Name Type Description isDecoding
boolean Returns true if the sound file is still decoding.
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isPlaying
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Description.
- Default Value:
- false
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Properties:
Name Type Description isPlaying
boolean -
key
-
Asset key for the sound.
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Properties:
Name Type Description key
string -
loop
-
Whether or not the sound will loop.
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Properties:
Name Type Description loop
boolean -
markers
-
The sound markers, empty by default.
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Properties:
Name Type Description markers
object -
mute
-
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Properties:
Name Type Description mute
boolean Gets or sets the muted state of this sound.
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name
-
Name of the sound.
- Default Value:
- key
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Properties:
Name Type Description name
string -
onDecoded
-
Description.
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Properties:
Name Type Description onDecoded
Phaser.Signal -
onLoop
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Description.
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Properties:
Name Type Description onLoop
Phaser.Signal -
onMarkerComplete
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Description.
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Properties:
Name Type Description onMarkerComplete
Phaser.Signal -
onMute
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Description.
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Properties:
Name Type Description onMute
Phaser.Signal -
onPause
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Description.
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Properties:
Name Type Description onPause
Phaser.Signal -
onPlay
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Description.
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Properties:
Name Type Description onPlay
Phaser.Signal -
onResume
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Description.
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Properties:
Name Type Description onResume
Phaser.Signal -
onStop
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Description.
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Properties:
Name Type Description onStop
Phaser.Signal -
override
-
Description.
- Default Value:
- false
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Properties:
Name Type Description override
boolean -
paused
-
Description.
- Default Value:
- false
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Properties:
Name Type Description paused
boolean -
pendingPlayback
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Description.
- Default Value:
- false
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Properties:
Name Type Description pendingPlayback
boolean -
startTime
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Description.
- Default Value:
- 0
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Properties:
Name Type Description startTime
number -
stopTime
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Description.
- Default Value:
- 0
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Properties:
Name Type Description autoplay
number -
totalDuration
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The total duration of the sound, in milliseconds
- Default Value:
- 0
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Properties:
Name Type Description totalDuration
number -
usingAudioTag
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Description.
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Properties:
Name Type Description usingAudioTag
Description -
usingWebAudio
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Description.
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Properties:
Name Type Description usingWebAudio
boolean -
<readonly> volume
-
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Properties:
Name Type Description volume
number Gets or sets the volume of this sound, a value between 0 and 1.
Methods
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addMarker(name, start, stop, volume, loop)
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Description.
Parameters:
Name Type Description name
string Description.
start
Description Description.
stop
Description Description.
volume
Description Description.
loop
Description Description. addMarker: function (name, start, stop, volume, loop) {
volume = volume || 1; if (typeof loop == 'undefined') { loop = false; } this.markers[name] = { name: name, start: start, stop: stop, volume: volume, duration: stop - start, loop: loop }; },
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addMarker(name, start, duration, volume, loop)
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Adds a marker into the current Sound. A marker is represented by a unique key and a start time and duration. This allows you to bundle multiple sounds together into a single audio file and use markers to jump between them for playback.
Parameters:
Name Type Argument Default Description name
string A unique name for this marker, i.e. 'explosion', 'gunshot', etc.
start
number The start point of this marker in the audio file, given in seconds. 2.5 = 2500ms, 0.5 = 500ms, etc.
duration
number The duration of the marker in seconds. 2.5 = 2500ms, 0.5 = 500ms, etc.
volume
number <optional>
1 The volume the sound will play back at, between 0 (silent) and 1 (full volume).
loop
boolean <optional>
false Sets if the sound will loop or not.
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pause()
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Pauses the sound
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play(marker, position, volume, loop, forceRestart) → {Sound}
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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 to play.
loop
boolean <optional>
false Loop when it finished playing?
forceRestart
boolean <optional>
true If the sound is already playing you can set forceRestart to restart it from the beginning.
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Returns:
The playing sound object.
- Type
- Sound
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removeMarker(name)
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Removes a marker from the sound.
Parameters:
Name Type Description name
string The key of the marker to remove.
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restart(marker, position, volume, loop)
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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 <optional>
false Loop when it finished playing?
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resume()
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Resumes the sound
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<protected> soundHasUnlocked(key)
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Called automatically when this sound is unlocked.
Parameters:
Name Type Description key
string Description.
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stop()
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Stop playing this sound.
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<protected> update()
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Called automatically by Phaser.SoundManager.
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