new Sound(game, key, volume, loop)
The Sound class constructor.
Parameters:
Name | Type | Argument | Default | Description |
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game |
Phaser.Game | Reference to the current game instance. |
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key |
string | Asset key for the sound. |
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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
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autoplay
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Properties:
Name Type Description autoplay
boolean Boolean indicating whether the sound should start automatically.
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context
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Properties:
Name Type Description context
AudioContext Reference to the AudioContext instance.
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currentMarker
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Properties:
Name Type Description currentMarker
string The string ID of the currently playing marker, if any.
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currentTime
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Properties:
Name Type Description currentTime
number The current time the sound is at.
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duration
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Properties:
Name Type Description duration
number The duration of the sound.
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externalNode
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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
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A reference to the currently running Game.
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Properties:
Name Type Description game
Phaser.Game -
<readonly> isDecoded
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Properties:
Name Type Description isDecoded
boolean Returns true if the sound file has decoded.
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<readonly> isDecoding
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Properties:
Name Type Description isDecoding
boolean Returns true if the sound file is still decoding.
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isPlaying
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- Default Value:
- false
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Properties:
Name Type Description isPlaying
boolean true if the sound is currently playing, otherwise false.
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key
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Properties:
Name Type Description key
string Asset key for the sound.
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loop
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Properties:
Name Type Description loop
boolean Whether or not the sound will loop.
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markers
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Properties:
Name Type Description markers
object The sound markers.
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mute
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Properties:
Name Type Description mute
boolean Gets or sets the muted state of this sound.
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name
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Properties:
Name Type Description name
string Name of the sound.
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onDecoded
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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
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Properties:
Name Type Description onLoop
Phaser.Signal The onLoop event is dispatched when this sound loops during playback.
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onMarkerComplete
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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
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Properties:
Name Type Description onMute
Phaser.Signal The onMouse event is dispatched when this sound is muted.
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onPause
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Properties:
Name Type Description onPause
Phaser.Signal The onPause event is dispatched when this sound is paused.
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onPlay
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Properties:
Name Type Description onPlay
Phaser.Signal The onPlay event is dispatched each time this sound is played.
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onResume
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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
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Properties:
Name Type Description onStop
Phaser.Signal The onStop event is dispatched when this sound stops playback.
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override
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- Default Value:
- false
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Properties:
Name Type Description override
boolean if true when you play this sound it will always start from the beginning.
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paused
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- Default Value:
- false
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Properties:
Name Type Description paused
boolean true if the sound is paused, otherwise false.
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pausedPosition
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Properties:
Name Type Description pausedPosition
number The position the sound had reached when it was paused.
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pausedTime
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Properties:
Name Type Description pausedTime
number The game time at which the sound was paused.
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<readonly> pendingPlayback
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Properties:
Name Type Description pendingPlayback
boolean true if the sound file is pending playback
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startTime
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- Default Value:
- 0
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Properties:
Name Type Description startTime
number The time the Sound starts at (typically 0 unless starting from a marker)
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stopTime
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Properties:
Name Type Description stopTime
number The time the sound stopped.
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totalDuration
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Properties:
Name Type Description totalDuration
number The total duration of the sound, in milliseconds
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usingAudioTag
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Properties:
Name Type Description usingAudioTag
boolean true if the sound is being played via the Audio tag.
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<readonly> usingWebAudio
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Properties:
Name Type Description usingWebAudio
boolean true if this sound is being played with Web Audio.
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<readonly> volume
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Properties:
Name Type Description volume
number Gets or sets the volume of this sound, a value between 0 and 1.
Methods
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addMarker(name, start, stop, volume, loop)
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Description.
Parameters:
Name Type Description name
string Description.
start
Description Description.
stop
Description Description.
volume
Description Description.
loop
Description Description. addMarker: function (name, start, stop, volume, loop) {
volume = volume || 1; if (typeof loop == 'undefined') { loop = false; } this.markers[name] = { name: name, start: start, stop: stop, volume: volume, duration: stop - start, loop: loop }; },
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addMarker(name, start, duration, volume, loop)
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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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pause()
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Pauses the sound
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play(marker, position, volume, loop, forceRestart) → {Phaser.Sound}
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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.
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- Phaser.Sound
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removeMarker(name)
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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)
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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()
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Resumes the sound
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<protected> soundHasUnlocked(key)
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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()
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Stop playing this sound.
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<protected> update()
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Called automatically by Phaser.SoundManager.
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