Reference to the current sound manager instance.
Asset key for the sound.
Optionalconfig: SoundConfigAn optional config object containing default sound settings. Default {}.
Reference to an HTML5 Audio tag used for playing sound.
ReadonlycurrentCurrently playing marker. 'null' if whole sound is playing.
ReadonlydurationA value representing the duration, in seconds. It could be total sound duration or a marker duration.
ReadonlyisFlag indicating if sound is currently paused.
ReadonlyisFlag indicating if sound is currently playing.
ReadonlykeyAsset key for the sound.
Flag indicating whether or not the sound or current sound marker will loop.
Local reference to the sound manager.
ReadonlymarkersObject containing markers definitions.
Boolean indicating whether the sound is muted or not. Gets or sets the muted state of this sound.
Gets or sets the pan of this sound, a value between -1 (full left pan) and 1 (full right pan).
Has no audible effect on HTML5 Audio Sound, but still generates the PAN Event.
Flag indicating if destroy method was called on this sound.
Audio tag's playback position recorded on previous update method call. Set to 0 if sound is not playing.
Rate at which this Sound will be played. Value of 1.0 plays the audio at full speed, 0.5 plays the audio at half speed and 2.0 doubles the audios playback speed.
Property representing the position of playback for this sound, in seconds. Setting it to a specific value moves current playback to that position. The value given is clamped to the range 0 to current marker duration. Setting seek of a stopped sound has no effect.
Timestamp as generated by the Request Animation Frame or SetTimeout representing the time at which the delayed sound playback should start. Set to 0 if sound playback is not delayed.
An array containing all HTML5 Audio tags that could be used for individual
sound playback. Number of instances depends on the config value passed
to the Loader#audio method call, default is 1.
ReadonlytotalThe total duration of the sound in seconds.
ReadonlytotalA property that holds the value of sound's actual playback rate, after its rate and detune values has been combined with global rate and detune values.
Gets or sets the volume of this sound, a value between 0 (silence) and 1 (full volume).
Add a listener for a given event.
The event name.
The listener function.
Optionalcontext: anyThe context to invoke the listener with. Default this.
Adds a marker into the current sound. A marker is represented by name, start time, duration, and optionally config object. This allows you to bundle multiple sounds together into a single audio file and use markers to jump between them for playback.
Marker object.
Method used internally for applying config values to some of the sound properties.
This method is used internally to update the playback rate of this sound.
Calls Phaser.Sound.BaseSound#destroy method and cleans up all HTML5 Audio related stuff.
Calls each of the listeners registered for a given event.
The event name.
Additional arguments that will be passed to the event handler.
Return an array listing the events for which the emitter has registered listeners.
Return the number of listeners listening to a given event.
The event name.
Return the listeners registered for a given event.
The event name.
Remove the listeners of a given event.
The event name.
Optionalfn: FunctionOnly remove the listeners that match this function.
Optionalcontext: anyOnly remove the listeners that have this context.
Optionalonce: booleanOnly remove one-time listeners.
Add a listener for a given event.
The event name.
The listener function.
Optionalcontext: anyThe context to invoke the listener with. Default this.
Method used internally by sound manager for pausing sound if Phaser.Sound.HTML5AudioSoundManager#pauseOnBlur is set to true.
Add a one-time listener for a given event.
The event name.
The listener function.
Optionalcontext: anyThe context to invoke the listener with. Default this.
Method used internally by sound manager for resuming sound if Phaser.Sound.HTML5AudioSoundManager#pauseOnBlur is set to true.
Pauses the sound.
This method is used internally to pick and play the next available audio tag.
This method performs the audio tag pooling logic. It first looks for unused audio tag to assign to this sound object. If there are no unused audio tags, based on HTML5AudioSoundManager#override property value, it looks for sound with most advanced playback and hijacks its audio tag or does nothing.
Play this sound, or a marked section of it.
It always plays the sound from the start. If you want to start playback from a specific time you can set 'seek' setting of the config object, provided to this call, to that value.
If you want to play the same sound simultaneously, then you need to create another instance of it and play that Sound. For HTML5 Audio this also requires creating multiple audio instances when loading the audio files.
OptionalmarkerName: string | SoundConfigIf you want to play a marker then provide the marker name here. Alternatively, this parameter can be a SoundConfig object. Default ''.
Optionalconfig: SoundConfigOptional sound config object to be applied to this marker or entire sound if no marker name is provided. It gets memorized for future plays of current section of the sound.
Method used for playing audio tag and catching possible exceptions thrown from rejected Promise returned from play method call.
Remove all listeners, or those of the specified event.
Optionalevent: string | symbolThe event name.
Remove the listeners of a given event.
The event name.
Optionalfn: FunctionOnly remove the listeners that match this function.
Optionalcontext: anyOnly remove the listeners that have this context.
Optionalonce: booleanOnly remove one-time listeners.
Removes a marker from the sound.
The name of the marker to remove.
Method used internally to reset sound state, usually when stopping sound or when hijacking audio tag from another sound.
Method used internally for resetting values of some of the config properties.
Resumes the sound.
Sets the loop state of this Sound.
true to loop this sound, false to not loop it.
Sets the muted state of this Sound.
true to mute this sound, false to unmute it.
Sets the pan of this sound, a value between -1 (full left pan) and 1 (full right pan).
Has no audible effect on HTML5 Audio Sound, but still generates the PAN Event.
The pan of the sound. A value between -1 (full left pan) and 1 (full right pan).
Sets the playback rate of this Sound.
For example, a value of 1.0 plays the audio at full speed, 0.5 plays the audio at half speed and 2.0 doubles the audios playback speed.
The playback rate at of this Sound.
Seeks to a specific point in this sound.
The point in the sound to seek to.
Sets the volume of this Sound.
The volume of the sound.
Removes all listeners.
Stop playing this sound.
This method is used internally to stop and release the current audio tag.
Update method called automatically by sound manager on every game step.
The current timestamp as generated by the Request Animation Frame or SetTimeout.
Updates previously added marker.
Marker object with updated values.
This method is used internally to update the mute setting of this sound.
This method is used internally to update the volume of this sound.
HTML5 Audio implementation of the sound.