Reference to the current game instance.
Global detuning of all sounds in cents. The range of the value is -1200 to 1200, but we recommend keeping it within a reasonable range for musical purposes.
ReadonlygameLocal reference to game.
Flag used to track if the game has lost focus.
ReadonlyjsonLocal reference to the JSON Cache, as used by Audio Sprites.
The Spatial Audio listener position.
Only available with WebAudio.
You can modify the x/y properties of this Vec2 directly to adjust the listener position within the game world.
ReadonlylockedMobile devices require sounds to be triggered from an explicit user action, such as a tap, before any sound can be loaded/played on a web page. Set to true if the audio system is currently locked awaiting user interaction.
Global mute setting.
Flag indicating if sounds should be paused when game loses focus, for instance when user switches to another tab/program/app.
Global playback rate at which all the sounds 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.
Global volume setting.
Adds a new sound into the sound manager.
Asset key for the sound.
Optionalconfig: SoundConfig
An optional config object containing default sound settings.
The new sound instance.
Adds a new audio sprite sound into the sound manager. Audio Sprites are a combination of audio files and a JSON configuration. The JSON follows the format of that created by https://github.com/tonistiigi/audiosprite
Asset key for the sound.
Optionalconfig: SoundConfig
An optional config object containing default sound settings.
The new audio sprite sound instance.
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.
Destroys all the sounds in the game and all associated events.
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
When a key is given, returns true if any sound with that key is playing.
When no key is given, returns true if any sound is playing.
Sound asset key.
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.
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would be called when the browser window loses focus
and would pause all playing sounds if pauseOnBlur is enabled.
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.
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would be called when the browser window regains focus and would resume any sounds that were paused when focus was lost.
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would be called when the Phaser Game instance loses focus (e.g. the canvas loses the pointer) and would pause sounds accordingly.
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would be called when the Phaser Game instance regains focus and would resume any sounds that were paused on blur.
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would pause all currently playing sounds.
This method does nothing but return 'false' for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
Asset key for the sound.
Optionalextra: SoundConfig | SoundMarker
An optional additional object containing settings to be applied to the sound. It could be either config or marker object.
Always 'false' for the No Audio Sound Manager.
This method does nothing but return 'false' for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
Asset key for the sound.
The name of the sound sprite to play.
Optionalconfig: SoundConfig
An optional config object containing default sound settings.
Always 'false' for the No Audio Sound Manager.
Removes a sound from the sound manager. The removed sound is destroyed before removal.
The sound object to remove.
True if the sound was removed successfully, otherwise false.
Removes all sounds from the manager, destroying the sounds.
Remove all listeners, or those of the specified event.
Optionalevent: string | symbol
The event name.
this.
Removes all sounds from the sound manager that have an asset key matching the given value. The removed sounds are destroyed before removal.
The key to match when removing sound objects.
The number of matching sound objects that were removed.
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.
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would resume all paused sounds.
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would set the global detune value for all sounds, measured in cents, where 100 cents equals one semitone.undefined
This Sound Manager.
Sets the X and Y position of the Spatial Audio listener on this Web Audio context.
If you call this method with no parameters it will default to the center-point of the game canvas. Depending on the type of game you're making, you may need to call this method constantly to reset the listener position as the camera scrolls.
Calling this method does nothing on HTML5Audio.
Optionalx: number
The x position of the Spatial Audio listener.
Optionaly: number
The y position of the Spatial Audio listener.
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would mute or unmute all sounds in the manager.
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would set the global playback rate for all sounds, where 1 is normal speed, 0.5 is half speed, and 2 is double speed.undefined
This Sound Manager.
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would set the global volume for all sounds in the manager, where 0 is silent and 1 is full volume.
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.
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would stop all currently playing sounds.
Stops any sounds matching the given key.
Sound asset key.
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would attempt to unlock the audio context after a user gesture, which is required by modern browsers before audio playback can begin.
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would be called on each game step to update the state of all active sounds.
No-audio implementation of the Sound Manager. It is used if audio has been disabled in the game config or the device doesn't support any audio.
It represents a graceful degradation of Sound Manager logic that provides minimal functionality and prevents Phaser projects that use audio from breaking on devices that don't support any audio playback technologies.