Reference to the current sound manager instance.
Asset key for the sound.
Optionalconfig: SoundConfig
An 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 audio's 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 have 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: any
The context to invoke the listener with. Default this.
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.
Whether the marker was added successfully.
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 resources.
Calls each of the listeners registered for a given event.
The event name.
Additional arguments that will be passed to the event handler.
true if the event had listeners, else false.
Return an array listing the events for which the emitter has registered listeners.undefined
undefined
Return the number of listeners listening to a given event.
The event name.
The number of listeners.
Return the listeners registered for a given event.
The event name.
The registered listeners.
Remove the listeners of a given event.
The event name.
Optionalfn: Function
Only remove the listeners that match this function.
Optionalcontext: any
Only remove the listeners that have this context.
Optionalonce: boolean
Only remove one-time listeners.
this.
Add a listener for a given event.
The event name.
The listener function.
Optionalcontext: any
The context to invoke the listener with. Default this.
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 listener is automatically removed the first time the event is emitted, so it will never be called more than once.
The event name.
The listener function.
Optionalcontext: any
The context to invoke the listener with. Default this.
this.
Method used internally by sound manager for resuming sound if Phaser.Sound.HTML5AudioSoundManager#pauseOnBlur is set to true.
Pauses the sound.undefined
Whether the sound was paused successfully.
This method is used internally to pick and play the next available audio tag.undefined
Whether the sound was assigned an audio tag successfully.
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.undefined
Whether the sound was assigned an audio tag successfully.
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 | SoundConfig
If you want to play a marker then provide the marker name here. Alternatively, this parameter can be a SoundConfig object. Default ''.
Optionalconfig: SoundConfig
Optional 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.
Whether the sound started playing successfully.
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 | symbol
The event name.
this.
Remove the listeners of a given event.
The event name.
Optionalfn: Function
Only remove the listeners that match this function.
Optionalcontext: any
Only remove the listeners that have this context.
Optionalonce: boolean
Only remove one-time listeners.
this.
Removes a marker from the sound.
The name of the marker to remove.
Removed marker object or 'null' if there was no marker with provided name.
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.undefined
Whether the sound was resumed successfully.
Sets the loop state of this Sound.
true to loop this sound, false to not loop it.
This Sound instance.
Sets the muted state of this Sound.
true to mute this sound, false to unmute it.
This Sound instance.
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).
This Sound instance.
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 audio's playback speed.
The playback rate of this Sound.
This Sound instance.
Seeks to a specific point in this sound.
The point in the sound to seek to, in seconds.
This Sound instance.
Sets the volume of this Sound.
The volume of the sound. A value between 0 (silence) and 1 (full volume).
This Sound instance.
Removes all listeners from this EventEmitter. This method is called automatically by the Scene Systems when the parent Scene shuts down, ensuring that all event bindings are cleared and no stale references remain.
Stop playing this sound.undefined
Whether the sound was stopped successfully.
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 a previously added marker with new values from the provided marker object.
Marker object with updated values.
Whether the marker was updated successfully.
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.
HTML5AudioSound is the HTML5 Audio API implementation of a sound within Phaser.
It is used automatically by the HTML5AudioSoundManager when the Web Audio API is unavailable, typically in environments that do not support it or where it has been disabled. Unlike the WebAudioSound class, HTML5AudioSound relies on native
<audio>elements for playback, which means it has more limited capabilities, such as no support for audio panning.Each sound maintains a pool of
HTMLAudioElementtags loaded viaLoader.audio. Because HTML5 Audio cannot share a single element across simultaneous playbacks, you must load multiple instances of the asset if you want to play the same sound more than once at the same time.You do not create instances of this class directly. Instead, use
this.sound.add(key)from within a Scene, which will return the correct sound type based on the audio system in use.