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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allowMultiple
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- Default Value:
- false
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Properties:
Name Type Description 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.
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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 current sound marker in seconds.
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durationMS
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Properties:
Name Type Description durationMS
number The duration of the current sound marker in ms.
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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.
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gainNode
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Properties:
Name Type Description gainNode
object The gain node in a Web Audio system.
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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 or current sound marker will loop.
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markers
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Properties:
Name Type Description markers
object The sound markers.
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masterGainNode
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Properties:
Name Type Description masterGainNode
object The master gain node in a Web Audio system.
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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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onFadeComplete
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Properties:
Name Type Description onFadeComplete
Phaser.Signal The onFadeComplete event is dispatched when this sound finishes fading either in or out.
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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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position
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Properties:
Name Type Description position
number The position of the current sound marker.
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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 seconds.
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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.
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volume
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Properties:
Name Type Description volume
number The sound or sound marker volume. A value between 0 (silence) and 1 (full volume).
Methods
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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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destroy(remove)
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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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fadeIn(duration, loop)
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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 during 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.
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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 during which the Sound should fade out.
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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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