Fades out the current bgm over duration ms.
(Default 500) The amount of time the fade out should take place over, in ms
(Default false) Whether the duration should ignore game speed
(Default true) Whether to destroy the bgm after fading out, or just pause it
PrivategetThe loop point of any given battle, mystery encounter, or title track, read as seconds and milliseconds.
Get the effective volume for a given setting (the product of that volume and the main volume).
The VolumeSetting to get the volume for
The effective volume for the given setting (between 0 and 1)
Plays a new bgm.
OptionalbgmName: string(Optional) The bgm to play.
If not specified, will first fall back to choosing the bgm based on the current battle config,
then further based on the current Biome.
Can be overridden by a currently running event.
(Default false) Whether to fade out the previously playing bgm
(Default true) Whether to loop the new bgm
(Default 500) How long, in ms, the fade out of the previous bgm should take
The BackgroundMusic instance for the new bgm,
or null if no valid bgm could be played or the input bgm was the same as the currently playing bgm
Plays a sound effect (such as a Pokemon cry, UI cursor sfx, etc)
The sound effect to play
(Optional) A Phaser SoundConfig
or SoundMarker object
The sound object
Replace the current BGM track with bgmName, then resume it after bgmName finishes.
The key for the replacement track
The newly-created BackgroundMusic object
Updates the set volume for the audio/bgm with the user's saved config values.
Global manager for audio operations