var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render }); function preload() { // To load an audio file use the following structure. // As with all load operations the first parameter is a unique key, which must be unique between all audio files. // The second parameter is an array containing the same audio file but in different formats. // In this example the music is provided as an mp3 and a ogg (Firefox will want the ogg for example) // The loader works by checking if the browser can support the first file type in the list (mp3 in this case). If it can, it loads it, otherwise // it moves to the next file in the list (the ogg). If it can't load any of them the file will error. game.load.audio('boden', ['assets/audio/bodenstaendig_2000_in_rock_4bit.mp3', 'assets/audio/bodenstaendig_2000_in_rock_4bit.ogg']); // If you know you only need to load 1 type of audio file, you can pass a string instead of an array, like this: // game.load.audio('boden', 'assets/audio/bodenstaendig_2000_in_rock_4bit.mp3'); } var music; function create() { game.stage.backgroundColor = '#182d3b'; music = game.sound.play('boden'); } function render() { game.debug.soundInfo(music, 32, 32); if (music.isDecoding) { game.debug.text("Decoding MP3 ...", 32, 200); } }