Class: Sound

Phaser. Sound

Phaser.Sound

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:

Members

allowMultiple

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.

Default Value:
  • false
Source:

autoplay

Properties:
Name Type Description
autoplay boolean

Boolean indicating whether the sound should start automatically.

Source:

context

Properties:
Name Type Description
context AudioContext

Reference to the AudioContext instance.

Source:

currentMarker

Properties:
Name Type Description
currentMarker string

The string ID of the currently playing marker, if any.

Source:

currentTime

Properties:
Name Type Description
currentTime number

The current time the sound is at.

Source:

duration

Properties:
Name Type Description
duration number

The duration of the current sound marker in seconds.

Source:

durationMS

Properties:
Name Type Description
durationMS number

The duration of the current sound marker in ms.

Source:

externalNode

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.

Source:

gainNode

Properties:
Name Type Description
gainNode object

The gain node in a Web Audio system.

Source:

game

A reference to the currently running Game.

Properties:
Name Type Description
game Phaser.Game
Source:

<readonly> isDecoded

Properties:
Name Type Description
isDecoded boolean

Returns true if the sound file has decoded.

Source:

<readonly> isDecoding

Properties:
Name Type Description
isDecoding boolean

Returns true if the sound file is still decoding.

Source:

isPlaying

Properties:
Name Type Description
isPlaying boolean

true if the sound is currently playing, otherwise false.

Default Value:
  • false
Source:

key

Properties:
Name Type Description
key string

Asset key for the sound.

Source:

loop

Properties:
Name Type Description
loop boolean

Whether or not the sound or current sound marker will loop.

Source:

markers

Properties:
Name Type Description
markers object

The sound markers.

Source:

masterGainNode

Properties:
Name Type Description
masterGainNode object

The master gain node in a Web Audio system.

Source:

mute

Properties:
Name Type Description
mute boolean

Gets or sets the muted state of this sound.

Source:

name

Properties:
Name Type Description
name string

Name of the sound.

Source:

onDecoded

Properties:
Name Type Description
onDecoded Phaser.Signal

The onDecoded event is dispatched when the sound has finished decoding (typically for mp3 files)

Source:

onFadeComplete

Properties:
Name Type Description
onFadeComplete Phaser.Signal

The onFadeComplete event is dispatched when this sound finishes fading either in or out.

Source:

onLoop

Properties:
Name Type Description
onLoop Phaser.Signal

The onLoop event is dispatched when this sound loops during playback.

Source:

onMarkerComplete

Properties:
Name Type Description
onMarkerComplete Phaser.Signal

The onMarkerComplete event is dispatched when a marker within this sound completes playback.

Source:

onMute

Properties:
Name Type Description
onMute Phaser.Signal

The onMouse event is dispatched when this sound is muted.

Source:

onPause

Properties:
Name Type Description
onPause Phaser.Signal

The onPause event is dispatched when this sound is paused.

Source:

onPlay

Properties:
Name Type Description
onPlay Phaser.Signal

The onPlay event is dispatched each time this sound is played.

Source:

onResume

Properties:
Name Type Description
onResume Phaser.Signal

The onResume event is dispatched when this sound is resumed from a paused state.

Source:

onStop

Properties:
Name Type Description
onStop Phaser.Signal

The onStop event is dispatched when this sound stops playback.

Source:

override

Properties:
Name Type Description
override boolean

if true when you play this sound it will always start from the beginning.

Default Value:
  • false
Source:

paused

Properties:
Name Type Description
paused boolean

true if the sound is paused, otherwise false.

Default Value:
  • false
Source:

pausedPosition

Properties:
Name Type Description
pausedPosition number

The position the sound had reached when it was paused.

Source:

pausedTime

Properties:
Name Type Description
pausedTime number

The game time at which the sound was paused.

Source:

<readonly> pendingPlayback

Properties:
Name Type Description
pendingPlayback boolean

true if the sound file is pending playback

Source:

position

Properties:
Name Type Description
position number

The position of the current sound marker.

Source:

startTime

Properties:
Name Type Description
startTime number

The time the Sound starts at (typically 0 unless starting from a marker)

Default Value:
  • 0
Source:

stopTime

Properties:
Name Type Description
stopTime number

The time the sound stopped.

Source:

totalDuration

Properties:
Name Type Description
totalDuration number

The total duration of the sound in seconds.

Source:

usingAudioTag

Properties:
Name Type Description
usingAudioTag boolean

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

Source:

<readonly> usingWebAudio

Properties:
Name Type Description
usingWebAudio boolean

true if this sound is being played with Web Audio.

Source:

<readonly> volume

Properties:
Name Type Description
volume number

Gets or sets the volume of this sound, a value between 0 and 1.

Source:

volume

Properties:
Name Type Description
volume number

The sound or sound marker volume. A value between 0 (silence) and 1 (full volume).

Source:

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:

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:

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 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.

Source:

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 during which the Sound should fade out.

Source:

pause()

Pauses the sound.

Source:

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.

Source:
Returns:

This sound instance.

Type
Phaser.Sound

removeMarker(name)

Removes a marker from the sound.

Parameters:
Name Type Description
name string

The key of the marker to remove.

Source:

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:

resume()

Resumes the sound.

Source:

<protected> 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.

Source:

stop()

Stop playing this sound.

Source:

<protected> update()

Called automatically by Phaser.SoundManager.

Source:
Phaser Copyright © 2012-2014 Photon Storm Ltd.
Documentation generated by JSDoc 3.3.0-dev on Thu Oct 09 2014 16:10:07 GMT+0100 (BST) using the DocStrap template.