new AudioSprite(game, key)
Audio Sprites are a combination of audio files and a JSON configuration.
The JSON follows the format of that created by https://github.com/tonistiigi/audiosprite
Parameters:
Name | Type | Description |
---|---|---|
game |
Phaser.Game | Reference to the current game instance. |
key |
string | Asset key for the sound. |
- Source - sound/AudioSprite.js, line 17
Members
-
autoplay :boolean
-
Is a sound set to autoplay or not?
- Source - sound/AudioSprite.js, line 48
-
autoplayKey :string
-
If a sound is set to auto play, this holds the marker key of it.
- Source - sound/AudioSprite.js, line 41
-
config :object
-
JSON audio atlas object.
- Source - sound/AudioSprite.js, line 35
-
game :Phaser.Game
-
A reference to the currently running Game.
- Source - sound/AudioSprite.js, line 23
-
key :string
-
Asset key for the Audio Sprite.
- Source - sound/AudioSprite.js, line 29
-
sounds :object
-
An object containing the Phaser.Sound objects for the Audio Sprite.
- Source - sound/AudioSprite.js, line 54
Methods
-
get(marker) → {Phaser.Sound}
-
Get a sound with the given name.
Parameters:
Name Type Description marker
string The name of sound to get.
Returns:
The sound instance.
- Source - sound/AudioSprite.js, line 115
-
play(marker, volume) → {Phaser.Sound}
-
Play a sound with the given name.
Parameters:
Name Type Argument Default Description marker
string <optional>
The name of sound to play
volume
number <optional>
1 Volume of the sound you want to play. If none is given it will use the volume given to the Sound when it was created (which defaults to 1 if none was specified).
Returns:
This sound instance.
- Source - sound/AudioSprite.js, line 77
-
stop(marker)
-
Stop a sound with the given name.
Parameters:
Name Type Argument Default Description marker
string <optional>
'' The name of sound to stop. If none is given it will stop all sounds in the audio sprite.
- Source - sound/AudioSprite.js, line 93