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. |
- Source - sound/Sound.js, line 17
Members
-
allowMultiple :boolean
-
This will allow you to have multiple instances of this Sound playing at once. This is only useful when running under Web Audio, and we recommend you implement a local pooling system to not flood the sound channels.
- Default Value:
- false
- Source - sound/Sound.js, line 144
-
autoplay :boolean
-
Boolean indicating whether the sound should start automatically.
- Source - sound/Sound.js, line 62
-
context :AudioContext
-
Reference to the AudioContext instance.
- Source - sound/Sound.js, line 57
-
currentMarker :string
-
The string ID of the currently playing marker, if any.
- Source - sound/Sound.js, line 126
-
currentTime :number
-
The current time the sound is at.
- Source - sound/Sound.js, line 78
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duration :number
-
The duration of the current sound marker in seconds.
- Source - sound/Sound.js, line 83
-
durationMS :number
-
The duration of the current sound marker in ms.
- Source - sound/Sound.js, line 88
-
externalNode :object
-
If defined this Sound won't connect to the SoundManager master gain node, but will instead connect to externalNode.
- Source - sound/Sound.js, line 160
-
gainNode :object
-
The gain node in a Web Audio system.
- Source - sound/Sound.js, line 170
-
game :Phaser.Game
-
A reference to the currently running Game.
- Source - sound/Sound.js, line 27
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<readonly> isDecoded :boolean
-
Returns true if the sound file has decoded.
- Source - sound/Sound.js, line 927
-
<readonly> isDecoding :boolean
-
Returns true if the sound file is still decoding.
- Source - sound/Sound.js, line 914
-
isPlaying :boolean
-
true if the sound is currently playing, otherwise false.
- Default Value:
- false
- Source - sound/Sound.js, line 120
-
key :string
-
Asset key for the sound.
- Source - sound/Sound.js, line 37
-
loop :boolean
-
Whether or not the sound or current sound marker will loop.
- Source - sound/Sound.js, line 42
-
markers :object
-
The sound markers.
- Source - sound/Sound.js, line 52
-
masterGainNode :object
-
The master gain node in a Web Audio system.
- Source - sound/Sound.js, line 165
-
mute :boolean
-
Gets or sets the muted state of this sound.
- Source - sound/Sound.js, line 940
-
name :string
-
Name of the sound.
- Source - sound/Sound.js, line 32
-
onDecoded :Phaser.Signal
-
The onDecoded event is dispatched when the sound has finished decoding (typically for mp3 files)
- Source - sound/Sound.js, line 214
-
onFadeComplete :Phaser.Signal
-
The onFadeComplete event is dispatched when this sound finishes fading either in or out.
- Source - sound/Sound.js, line 254
-
onLoop :Phaser.Signal
-
The onLoop event is dispatched when this sound loops during playback.
- Source - sound/Sound.js, line 234
-
onMarkerComplete :Phaser.Signal
-
The onMarkerComplete event is dispatched when a marker within this sound completes playback.
- Source - sound/Sound.js, line 249
-
onMute :Phaser.Signal
-
The onMouse event is dispatched when this sound is muted.
- Source - sound/Sound.js, line 244
-
onPause :Phaser.Signal
-
The onPause event is dispatched when this sound is paused.
- Source - sound/Sound.js, line 224
-
onPlay :Phaser.Signal
-
The onPlay event is dispatched each time this sound is played.
- Source - sound/Sound.js, line 219
-
onResume :Phaser.Signal
-
The onResume event is dispatched when this sound is resumed from a paused state.
- Source - sound/Sound.js, line 229
-
onStop :Phaser.Signal
-
The onStop event is dispatched when this sound stops playback.
- Source - sound/Sound.js, line 239
-
override :boolean
-
if true when you play this sound it will always start from the beginning.
- Default Value:
- false
- Source - sound/Sound.js, line 138
-
paused :boolean
-
true if the sound is paused, otherwise false.
- Default Value:
- false
- Source - sound/Sound.js, line 104
-
pausedPosition :number
-
The position the sound had reached when it was paused.
- Source - sound/Sound.js, line 109
-
pausedTime :number
-
The game time at which the sound was paused.
- Source - sound/Sound.js, line 114
-
<readonly> pendingPlayback :boolean
-
true if the sound file is pending playback
- Source - sound/Sound.js, line 132
-
position :number
-
The position of the current sound marker.
- Source - sound/Sound.js, line 93
-
startTime :number
-
The time the Sound starts at (typically 0 unless starting from a marker)
- Default Value:
- 0
- Source - sound/Sound.js, line 73
-
stopTime :number
-
The time the sound stopped.
- Source - sound/Sound.js, line 98
-
totalDuration :number
-
The total duration of the sound in seconds.
- Source - sound/Sound.js, line 67
-
usingAudioTag :boolean
-
true if the sound is being played via the Audio tag.
- Source - sound/Sound.js, line 155
-
<readonly> usingWebAudio :boolean
-
true if this sound is being played with Web Audio.
- Source - sound/Sound.js, line 150
-
<readonly> volume :number
-
Gets or sets the volume of this sound, a value between 0 and 1.
- Source - sound/Sound.js, line 991
-
volume :number
-
The sound or sound marker volume. A value between 0 (silence) and 1 (full volume).
- Source - sound/Sound.js, line 47
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.
- Source - sound/Sound.js, line 335
-
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.
- Source - sound/Sound.js, line 875
-
fadeIn(duration, loop)
-
Starts this sound playing (or restarts it if already doing so) and sets the volume to zero. Then increases the volume from 0 to 1 over the duration specified. At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter, and the final volume (1) as the second parameter.
Parameters:
Name Type Argument Default Description duration
number <optional>
1000 The time in milliseconds over which the Sound should fade in.
loop
boolean <optional>
false Should the Sound be set to loop? Note that this doesn't cause the fade to repeat.
- Source - sound/Sound.js, line 789
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fadeOut(duration)
-
Decreases the volume of this Sound from its current value to 0 over the duration specified. At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter, and the final volume (0) as the second parameter.
Parameters:
Name Type Argument Default Description duration
number <optional>
1000 The time in milliseconds over which the Sound should fade out.
- Source - sound/Sound.js, line 814
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fadeTo(duration, volume)
-
Fades the volume of this Sound from its current value to the given volume over the duration specified. At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter, and the final volume (volume) as the second parameter.
Parameters:
Name Type Argument Default Description duration
number <optional>
1000 The time in milliseconds during which the Sound should fade out.
volume
number <optional>
The volume which the Sound should fade to. This is a value between 0 and 1.
- Source - sound/Sound.js, line 828
-
pause()
-
Pauses the sound.
- Source - sound/Sound.js, line 668
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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.
Returns:
This sound instance.
- Source - sound/Sound.js, line 438
-
removeMarker(name)
-
Removes a marker from the sound.
Parameters:
Name Type Description name
string The key of the marker to remove.
- Source - sound/Sound.js, line 363
-
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?
- Source - sound/Sound.js, line 648
-
resume()
-
Resumes the sound.
- Source - sound/Sound.js, line 686
-
<internal> 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.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - sound/Sound.js, line 319
-
stop()
-
Stop playing this sound.
- Source - sound/Sound.js, line 739
-
<internal> update()
-
Called automatically by Phaser.SoundManager.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - sound/Sound.js, line 374