Class: Sound

Phaser. Sound

The Sound class

new Sound(game, key, volume, loop)

The Sound class constructor.

Parameters:
Name Type Argument Default Description
game Phaser.Game

Reference to the current game instance.

key string

Asset key for the sound.

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

autoplay

Properties:
Name Type Description
autoplay boolean

Boolean indicating whether the sound should start automatically.

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context

Properties:
Name Type Description
context AudioContext

Reference to the AudioContext instance.

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currentMarker

Properties:
Name Type Description
currentMarker string

The string ID of the currently playing marker, if any.

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currentTime

Properties:
Name Type Description
currentTime number

The current time the sound is at.

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duration

Properties:
Name Type Description
duration number

The duration of the sound.

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externalNode

Properties:
Name Type Description
externalNode object

If defined this Sound won't connect to the SoundManager master gain node, but will instead connect to externalNode.input.

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game

A reference to the currently running Game.

Properties:
Name Type Description
game Phaser.Game
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<readonly> isDecoded

Properties:
Name Type Description
isDecoded boolean

Returns true if the sound file has decoded.

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<readonly> isDecoding

Properties:
Name Type Description
isDecoding boolean

Returns true if the sound file is still decoding.

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isPlaying

Properties:
Name Type Description
isPlaying boolean

true if the sound is currently playing, otherwise false.

Default Value:
  • false
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key

Properties:
Name Type Description
key string

Asset key for the sound.

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loop

Properties:
Name Type Description
loop boolean

Whether or not the sound will loop.

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markers

Properties:
Name Type Description
markers object

The sound markers.

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mute

Properties:
Name Type Description
mute boolean

Gets or sets the muted state of this sound.

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name

Properties:
Name Type Description
name string

Name of the sound.

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onDecoded

Properties:
Name Type Description
onDecoded Phaser.Signal

The onDecoded event is dispatched when the sound has finished decoding (typically for mp3 files)

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onLoop

Properties:
Name Type Description
onLoop Phaser.Signal

The onLoop event is dispatched when this sound loops during playback.

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onMarkerComplete

Properties:
Name Type Description
onMarkerComplete Phaser.Signal

The onMarkerComplete event is dispatched when a marker within this sound completes playback.

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onMute

Properties:
Name Type Description
onMute Phaser.Signal

The onMouse event is dispatched when this sound is muted.

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onPause

Properties:
Name Type Description
onPause Phaser.Signal

The onPause event is dispatched when this sound is paused.

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onPlay

Properties:
Name Type Description
onPlay Phaser.Signal

The onPlay event is dispatched each time this sound is played.

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onResume

Properties:
Name Type Description
onResume Phaser.Signal

The onResume event is dispatched when this sound is resumed from a paused state.

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onStop

Properties:
Name Type Description
onStop Phaser.Signal

The onStop event is dispatched when this sound stops playback.

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override

Properties:
Name Type Description
override boolean

if true when you play this sound it will always start from the beginning.

Default Value:
  • false
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paused

Properties:
Name Type Description
paused boolean

true if the sound is paused, otherwise false.

Default Value:
  • false
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pausedPosition

Properties:
Name Type Description
pausedPosition number

The position the sound had reached when it was paused.

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pausedTime

Properties:
Name Type Description
pausedTime number

The game time at which the sound was paused.

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<readonly> pendingPlayback

Properties:
Name Type Description
pendingPlayback boolean

true if the sound file is pending playback

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startTime

Properties:
Name Type Description
startTime number

The time the Sound starts at (typically 0 unless starting from a marker)

Default Value:
  • 0
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stopTime

Properties:
Name Type Description
stopTime number

The time the sound stopped.

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totalDuration

Properties:
Name Type Description
totalDuration number

The total duration of the sound, in milliseconds

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usingAudioTag

Properties:
Name Type Description
usingAudioTag boolean

true if the sound is being played via the Audio tag.

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<readonly> usingWebAudio

Properties:
Name Type Description
usingWebAudio boolean

true if this sound is being played with Web Audio.

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<readonly> volume

Properties:
Name Type Description
volume number

Gets or sets the volume of this sound, a value between 0 and 1.

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Methods

addMarker(name, start, duration, volume, loop)

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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destroy(remove)

Destroys this sound and all associated events and removes it from the SoundManager.

Parameters:
Name Type Argument Default Description
remove boolean <optional>
true

If true this Sound is automatically removed from the SoundManager.

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pause()

Pauses the sound

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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 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).

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:

This sound instance.

Type
Phaser.Sound

removeMarker(name)

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)

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()

Resumes the sound

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<protected> soundHasUnlocked(key)

Called automatically when this sound is unlocked.

Parameters:
Name Type Description
key string

The Phaser.Cache key of the sound file to check for decoding.

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stop()

Stop playing this sound.

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<protected> update()

Called automatically by Phaser.SoundManager.

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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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