Reference to the WebAudio Sound Manager that owns this Sound instance.
Asset key for the sound.
Optionalconfig: SoundConfigAn optional config object containing default sound settings. Default {}.
Audio buffer containing decoded data of the audio asset to be played.
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.
ReadonlyhasUsed for keeping track when sound source playback has ended so its state can be updated accordingly.
ReadonlyhasUsed for keeping track when sound source has looped so its state can be updated accordingly.
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.
A reference to a second audio source used for gapless looped playback.
The time at which the sound loop source should actually start playback.
Based on BaseAudioContext.currentTime value.
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.
Gain node responsible for controlling this sound's muting.
Gets or sets the pan of this sound, a value between -1 (full left pan) and 1 (full right pan).
Always returns zero on iOS / Safari as it doesn't support the stereo panner node.
Panner node responsible for controlling this sound's pan.
Doesn't work on iOS / Safari.
Flag indicating if destroy method was called on this sound.
The time at which the sound should have started playback from the beginning.
Treat this property as read-only.
Based on BaseAudioContext.currentTime value.
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.
An array where we keep track of all rate updates during playback.
Treat this property as read-only.
Array of object types: { time: number, rate: number }
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.
A reference to an audio source node used for playing back audio from audio data stored in Phaser.Sound.WebAudioSound#audioBuffer.
The Stereo Spatial Panner node.
If the Spatial Panner node has been set to track a vector or Game Object, this retains a reference to it.
The time at which the sound source should have actually started playback.
Treat this property as read-only.
Based on BaseAudioContext.currentTime value.
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).
Gain node responsible for controlling this sound's volume.
Sets the x position of this Sound in Spatial Audio space.
This only has any effect if the sound was created with a SpatialSoundConfig object.
Also see the WebAudioSoundManager.setListenerPosition method.
If you find that the sound becomes too quiet, too quickly, as it moves away from
the listener, then try different refDistance property values when configuring
the spatial sound.
Sets the y position of this Sound in Spatial Audio space.
This only has any effect if the sound was created with a SpatialSoundConfig object.
Also see the WebAudioSoundManager.setListenerPosition method.
If you find that the sound becomes too quiet, too quickly, as it moves away from
the listener, then try different refDistance property values when configuring
the spatial sound.
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.
Method used internally to calculate total playback rate of the sound.
This method is only used internally and it creates a looping buffer source.
This method is only used internally and it creates a buffer source.
Calls Phaser.Sound.BaseSound#destroy method and cleans up all Web Audio API 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.
Method used internally for calculating current playback time of a playing sound.
Method used internally for calculating the time at witch the loop source should start playing.
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.
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.
Pauses the sound.
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.
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.
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 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).
Note: iOS / Safari doesn't support the stereo panner node.
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 only used internally and it stops and removes a buffer source.
This method is only used internally and it stops and removes a looping buffer source.
Update method called automatically by sound manager on every game step.
Updates previously added marker.
Marker object with updated values.
Web Audio API implementation of the sound.