Phaser. SoundManager

new SoundManager(game)

The Sound Manager is responsible for playing back audio via either the Legacy HTML Audio tag or via Web Audio if the browser supports it. Note: On Firefox 25+ on Linux if you have media.gstreamer disabled in about:config then it cannot play back mp3 or m4a files. The audio file type and the encoding of those files are extremely important. Not all browsers can play all audio formats. There is a good guide to what's supported here: http://hpr.dogphilosophy.net/test/

If you are reloading a Phaser Game on a page that never properly refreshes (such as in an AngularJS project) then you will quickly run out of AudioContext nodes. If this is the case create a global var called PhaserGlobal on the window object before creating the game. The active AudioContext will then be saved to window.PhaserGlobal.audioContext when the Phaser game is destroyed, and re-used when it starts again.

Parameters:
Name Type Description
game Phaser.Game

Reference to the current game instance.

Source - sound/SoundManager.js, line 21

Members

channels :number

The number of audio channels to use in playback.

Default Value:
  • 32
Source - sound/SoundManager.js, line 107

connectToMaster :boolean

Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the SoundManager master gain node.

Default Value:
  • true
Source - sound/SoundManager.js, line 95

context :AudioContext

The AudioContext being used for playback.

Default Value:
  • null
Source - sound/SoundManager.js, line 71

game :Phaser.Game

Local reference to game.

Source - sound/SoundManager.js, line 26

mute :boolean

Gets or sets the muted state of the SoundManager. This effects all sounds in the game.

Source - sound/SoundManager.js, line 562

noAudio :boolean

Has audio been disabled via the PhaserGlobal object? Useful if you need to use a 3rd party audio library instead.

Default Value:
  • false
Source - sound/SoundManager.js, line 89

onSoundDecode :Phaser.Signal

The event dispatched when a sound decodes (typically only for mp3 files)

Source - sound/SoundManager.js, line 31

touchLocked :boolean

true if the audio system is currently locked awaiting a touch event.

Default Value:
  • false
Source - sound/SoundManager.js, line 101

<readonly> usingAudioTag :boolean

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

Source - sound/SoundManager.js, line 83

<readonly> usingWebAudio :boolean

true if this sound is being played with Web Audio.

Source - sound/SoundManager.js, line 77

volume :number

Gets or sets the global volume of the SoundManager, a value between 0 and 1.

Source - sound/SoundManager.js, line 602

Methods

add(key, volume, loop, connect) → {Phaser.Sound}

Adds a new Sound into the SoundManager.

Parameters:
Name Type Argument Default Description
key string

Asset key for the sound.

volume number <optional>
1

Default value for the volume.

loop boolean <optional>
false

Whether or not the sound will loop.

connect boolean <optional>
true

Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.

Returns:

The new sound instance.

Source - sound/SoundManager.js, line 356

addSprite(key) → {Phaser.AudioSprite}

Adds a new AudioSprite into the SoundManager.

Parameters:
Name Type Description
key string

Asset key for the sound.

Returns:

The new AudioSprite instance.

Source - sound/SoundManager.js, line 380

<internal> boot()

Initialises the sound manager.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - sound/SoundManager.js, line 113

decode(key, sound)

Decode a sound by its assets key.

Parameters:
Name Type Argument Description
key string

Assets key of the sound to be decoded.

sound Phaser.Sound <optional>

Its buffer will be set to decoded data.

Source - sound/SoundManager.js, line 295

destroy()

Stops all the sounds in the game, then destroys them and finally clears up any callbacks.

Source - sound/SoundManager.js, line 529

pauseAll()

Pauses all the sounds in the game.

Source - sound/SoundManager.js, line 261

play(key, volume, loop) → {Phaser.Sound}

Adds a new Sound into the SoundManager and starts it playing.

Parameters:
Name Type Argument Default Description
key string

Asset key for the sound.

volume number <optional>
1

Default value for the volume.

loop boolean <optional>
false

Whether or not the sound will loop.

Returns:

The new sound instance.

Source - sound/SoundManager.js, line 447

remove(sound) → {boolean}

Removes a Sound from the SoundManager. The removed Sound is destroyed before removal.

Parameters:
Name Type Description
sound Phaser.Sound

The sound object to remove.

Returns:
boolean -

True if the sound was removed successfully, otherwise false.

Source - sound/SoundManager.js, line 395

removeByKey(key) → {number}

Removes all Sounds from the SoundManager that have an asset key matching the given value. The removed Sounds are destroyed before removal.

Parameters:
Name Type Description
key string

The key to match when removing sound objects.

Returns:
number -

The number of matching sound objects that were removed.

Source - sound/SoundManager.js, line 420

resumeAll()

Resumes every sound in the game.

Source - sound/SoundManager.js, line 278

stopAll()

Stops all the sounds in the game.

Source - sound/SoundManager.js, line 244

unlock()

Enables the audio, usually after the first touch.

Source - sound/SoundManager.js, line 210

update()

Updates every sound in the game.

Source - sound/SoundManager.js, line 328
Phaser Copyright © 2012-2014 Photon Storm Ltd.
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