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.
- Source - sound/Sound.js, line 149
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autoplay :boolean
-
Boolean indicating whether the sound should start automatically.
- Source - sound/Sound.js, line 62
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context :AudioContext
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Reference to the AudioContext instance.
- Source - sound/Sound.js, line 57
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currentMarker :string
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The string ID of the currently playing marker, if any.
- Source - sound/Sound.js, line 126
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currentTime :number
-
The current time the sound is at.
- Source - sound/Sound.js, line 78
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duration :number
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The duration of the current sound marker in seconds.
- Source - sound/Sound.js, line 83
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durationMS :number
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The duration of the current sound marker in ms.
- Source - sound/Sound.js, line 88
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externalNode :object
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If defined this Sound won't connect to the SoundManager master gain node, but will instead connect to externalNode.
- Source - sound/Sound.js, line 165
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fadeTween :Phaser.Tween
-
The tween that fades the audio, set via Sound.fadeIn and Sound.fadeOut.
- Source - sound/Sound.js, line 131
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gainNode :object
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The gain node in a Web Audio system.
- Source - sound/Sound.js, line 175
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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 1090
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<readonly> isDecoding :boolean
-
Returns true if the sound file is still decoding.
- Source - sound/Sound.js, line 1077
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isPlaying :boolean
-
true if the sound is currently playing, otherwise false.
- Source - sound/Sound.js, line 120
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key :string
-
Asset key for the sound.
- Source - sound/Sound.js, line 37
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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 170
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mute :boolean
-
Gets or sets the muted state of this sound.
- Source - sound/Sound.js, line 1103
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name :string
-
Name of the sound.
- Source - sound/Sound.js, line 32
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onDecoded :Phaser.Signal
-
The onDecoded event is dispatched when the sound has finished decoding (typically for mp3 files)
- Source - sound/Sound.js, line 225
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onFadeComplete :Phaser.Signal
-
The onFadeComplete event is dispatched when this sound finishes fading either in or out.
- Source - sound/Sound.js, line 265
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onLoop :Phaser.Signal
-
The onLoop event is dispatched when this sound loops during playback.
- Source - sound/Sound.js, line 245
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onMarkerComplete :Phaser.Signal
-
The onMarkerComplete event is dispatched when a marker within this sound completes playback.
- Source - sound/Sound.js, line 260
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onMute :Phaser.Signal
-
The onMute event is dispatched when this sound is muted.
- Source - sound/Sound.js, line 255
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onPause :Phaser.Signal
-
The onPause event is dispatched when this sound is paused.
- Source - sound/Sound.js, line 235
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onPlay :Phaser.Signal
-
The onPlay event is dispatched each time this sound is played.
- Source - sound/Sound.js, line 230
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onResume :Phaser.Signal
-
The onResume event is dispatched when this sound is resumed from a paused state.
- Source - sound/Sound.js, line 240
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onStop :Phaser.Signal
-
The onStop event is dispatched when this sound stops playback.
- Source - sound/Sound.js, line 250
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override :boolean
-
if true when you play this sound it will always start from the beginning.
- Source - sound/Sound.js, line 143
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paused :boolean
-
true if the sound is paused, otherwise false.
- Source - sound/Sound.js, line 104
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pausedPosition :number
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The position the sound had reached when it was paused.
- Source - sound/Sound.js, line 109
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pausedTime :number
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The game time at which the sound was paused.
- Source - sound/Sound.js, line 114
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<readonly> pendingPlayback :boolean
-
true if the sound file is pending playback
- Source - sound/Sound.js, line 137
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position :number
-
The position of the current sound marker.
- Source - sound/Sound.js, line 93
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startTime :number
-
The time the Sound starts at (typically 0 unless starting from a marker)
- Source - sound/Sound.js, line 73
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stopTime :number
-
The time the sound stopped.
- Source - sound/Sound.js, line 98
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totalDuration :number
-
The total duration of the sound in seconds.
- Source - sound/Sound.js, line 67
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usingAudioTag :boolean
-
true if the sound is being played via the Audio tag.
- Source - sound/Sound.js, line 160
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<readonly> usingWebAudio :boolean
-
true if this sound is being played with Web Audio.
- Source - sound/Sound.js, line 155
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<readonly> volume :number
-
Gets or sets the volume of this sound, a value between 0 and 1.
- Source - sound/Sound.js, line 1158
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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 <optional>
1 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 353
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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.
- Source - sound/Sound.js, line 1038
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fadeIn(duration, loop, marker)
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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.
marker
string <optional>
(current marker) The marker to start at; defaults to the current (last played) marker. To start playing from the beginning specify specify a marker of
''
.- Source - sound/Sound.js, line 927
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fadeOut(duration)
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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 955
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fadeTo(duration, volume)
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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 969
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loopFull(volume) → {Phaser.Sound}
-
Loops this entire sound. If you need to loop a section of it then use Sound.play and the marker and loop parameters.
Parameters:
Name Type Argument Default Description 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/Sound.js, line 497
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<internal> onEndedHandler()
-
Called automatically by the AudioContext when the sound stops playing. Doesn't get called if the sound is set to loop or is a section of an Audio Sprite.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - sound/Sound.js, line 393
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pause()
-
Pauses the sound.
- Source - sound/Sound.js, line 766
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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 finished playing? If not using a marker / audio sprite the looping will be done via the WebAudio loop property, otherwise it's time based.
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 510
-
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 382
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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?
- Source - sound/Sound.js, line 746
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resume()
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Resumes the sound.
- Source - sound/Sound.js, line 785
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<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 337
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stop()
-
Stop playing this sound.
- Source - sound/Sound.js, line 861
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<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 409
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<internal> updateGlobalVolume(globalVolume)
-
Called automatically by SoundManager.volume.
Sets the volume of AudioTag Sounds as a percentage of the Global Volume.
You should not normally call this directly.
Parameters:
Name Type Description globalVolume
float The global SoundManager volume.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - sound/Sound.js, line 1016