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 allowMultipleboolean 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 autoplayboolean Boolean indicating whether the sound should start automatically.
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context
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Properties:
Name Type Description contextAudioContext Reference to the AudioContext instance.
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currentMarker
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Properties:
Name Type Description currentMarkerstring The string ID of the currently playing marker, if any.
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currentTime
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Properties:
Name Type Description currentTimenumber The current time the sound is at.
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duration
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Properties:
Name Type Description durationnumber The duration of the current sound marker in seconds.
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durationMS
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Properties:
Name Type Description durationMSnumber The duration of the current sound marker in ms.
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externalNode
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Properties:
Name Type Description externalNodeobject 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 gainNodeobject 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 gamePhaser.Game -
<readonly> isDecoded
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Properties:
Name Type Description isDecodedboolean Returns true if the sound file has decoded.
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<readonly> isDecoding
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Properties:
Name Type Description isDecodingboolean 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 isPlayingboolean true if the sound is currently playing, otherwise false.
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key
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Properties:
Name Type Description keystring Asset key for the sound.
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loop
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Properties:
Name Type Description loopboolean Whether or not the sound or current sound marker will loop.
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markers
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Properties:
Name Type Description markersobject The sound markers.
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masterGainNode
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Properties:
Name Type Description masterGainNodeobject The master gain node in a Web Audio system.
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mute
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Properties:
Name Type Description muteboolean Gets or sets the muted state of this sound.
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name
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Properties:
Name Type Description namestring Name of the sound.
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onDecoded
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Properties:
Name Type Description onDecodedPhaser.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 onFadeCompletePhaser.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 onLoopPhaser.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 onMarkerCompletePhaser.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 onMutePhaser.Signal The onMouse event is dispatched when this sound is muted.
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onPause
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Properties:
Name Type Description onPausePhaser.Signal The onPause event is dispatched when this sound is paused.
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onPlay
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Properties:
Name Type Description onPlayPhaser.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 onResumePhaser.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 onStopPhaser.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 overrideboolean 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 pausedboolean true if the sound is paused, otherwise false.
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pausedPosition
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Properties:
Name Type Description pausedPositionnumber The position the sound had reached when it was paused.
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pausedTime
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Properties:
Name Type Description pausedTimenumber The game time at which the sound was paused.
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<readonly> pendingPlayback
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Properties:
Name Type Description pendingPlaybackboolean true if the sound file is pending playback
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position
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Properties:
Name Type Description positionnumber 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 startTimenumber 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 stopTimenumber The time the sound stopped.
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totalDuration
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Properties:
Name Type Description totalDurationnumber The total duration of the sound in seconds.
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usingAudioTag
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Properties:
Name Type Description usingAudioTagboolean 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 usingWebAudioboolean true if this sound is being played with Web Audio.
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<readonly> volume
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Properties:
Name Type Description volumenumber 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 volumenumber 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 namestring A unique name for this marker, i.e. 'explosion', 'gunshot', etc.
startnumber The start point of this marker in the audio file, given in seconds. 2.5 = 2500ms, 0.5 = 500ms, etc.
durationnumber The duration of the marker in seconds. 2.5 = 2500ms, 0.5 = 500ms, etc.
volumenumber <optional>
1 The volume the sound will play back at, between 0 (silent) and 1 (full volume).
loopboolean <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 removeboolean <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 durationnumber <optional>
1000 The time in milliseconds over which the Sound should fade in.
loopboolean <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 durationnumber <optional>
1000 The time in milliseconds over which the Sound should fade out.
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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 durationnumber <optional>
1000 The time in milliseconds during which the Sound should fade out.
volumenumber <optional>
The volume which the Sound should fade to. This is a value between 0 and 1.
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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 markerstring <optional>
'' If you want to play a marker then give the key here, otherwise leave blank to play the full sound.
positionnumber <optional>
0 The starting position to play the sound from - this is ignored if you provide a marker.
volumenumber <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).
loopboolean <optional>
false Loop when it finished playing?
forceRestartboolean <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 namestring 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 markerstring <optional>
'' If you want to play a marker then give the key here, otherwise leave blank to play the full sound.
positionnumber <optional>
0 The starting position to play the sound from - this is ignored if you provide a marker.
volumenumber <optional>
1 Volume of the sound you want to play.
loopboolean <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 keystring 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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