The Sound class constructor.
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. |
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.
Boolean indicating whether the sound should start automatically.
Reference to the AudioContext instance.
The string ID of the currently playing marker, if any.
The current time the sound is at.
The duration of the current sound marker in seconds.
The duration of the current sound marker in ms.
If defined this Sound won't connect to the SoundManager master gain node, but will instead connect to externalNode.
The tween that fades the audio, set via Sound.fadeIn and Sound.fadeOut.
The gain node in a Web Audio system.
A reference to the currently running Game.
Returns true if the sound file has decoded.
Returns true if the sound file is still decoding.
true if the sound is currently playing, otherwise false.
Asset key for the sound.
Whether or not the sound or current sound marker will loop.
The sound markers.
The master gain node in a Web Audio system.
Gets or sets the muted state of this sound.
Name of the sound.
The onDecoded event is dispatched when the sound has finished decoding (typically for mp3 files)
The onFadeComplete event is dispatched when this sound finishes fading either in or out.
The onLoop event is dispatched when this sound loops during playback.
The onMarkerComplete event is dispatched when a marker within this sound completes playback.
The onMute event is dispatched when this sound is muted.
The onPause event is dispatched when this sound is paused.
The onPlay event is dispatched each time this sound is played.
The onResume event is dispatched when this sound is resumed from a paused state.
The onStop event is dispatched when this sound stops playback.
if true when you play this sound it will always start from the beginning.
true if the sound is paused, otherwise false.
The position the sound had reached when it was paused.
The game time at which the sound was paused.
true if the sound file is pending playback
The position of the current sound marker.
The time the Sound starts at (typically 0 unless starting from a marker)
The time the sound stopped.
The total duration of the sound in seconds.
true if the sound is being played via the Audio tag.
true if this sound is being played with Web Audio.
Gets or sets the volume of this sound, a value between 0 and 1. The value given is clamped to the range 0 to 1.
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.
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. |
Destroys this sound and all associated events and removes it from the SoundManager.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
remove | boolean | <optional> | true | If true this Sound is automatically removed from the SoundManager. |
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.
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 |
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.
Name | Type | Argument | Default | Description |
---|---|---|---|---|
duration | number | <optional> | 1000 | The time in milliseconds over which the Sound should fade out. |
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.
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. |
Loops this entire sound. If you need to loop a section of it then use Sound.play and the marker and loop 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). |
This sound instance.
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.
Pauses the sound.
Play this sound, or a marked section of it.
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. |
This sound instance.
Removes a marker from the sound.
Name | Type | Description |
---|---|---|
name | string | The key of the marker to remove. |
Restart the sound, or a marked section of it.
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? |
Resumes the sound.
Called automatically when this sound is unlocked.
Name | Type | Description |
---|---|---|
key | string | The Phaser.Cache key of the sound file to check for decoding. |
Stop playing this sound.
Called automatically by Phaser.SoundManager.
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.
Name | Type | Description |
---|---|---|
globalVolume | float | The global SoundManager volume. |
© 2016 Richard Davey, Photon Storm Ltd.
Licensed under the MIT License.
http://phaser.io/docs/2.6.2/Phaser.Sound.html