Phaser.AudioSprite

new AudioSprite(game, key)

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

Parameters:

Name

Type

Description

game

Phaser.Game

Reference to the current game instance.

key

string

Asset key for the sound.

Source - sound/AudioSprite.js, line 17

Members

autoplay:boolean

Is a sound set to autoplay or not?

Source - sound/AudioSprite.js, line 48

autoplayKey:string

If a sound is set to auto play, this holds the marker key of it.

Source - sound/AudioSprite.js, line 41

config:object

JSON audio atlas object.

Source - sound/AudioSprite.js, line 35

game:Phaser.Game

A reference to the currently running Game.

Source - sound/AudioSprite.js, line 23

key:string

Asset key for the Audio Sprite.

Source - sound/AudioSprite.js, line 29

sounds:object

An object containing the Phaser.Sound objects for the Audio Sprite.

Source - sound/AudioSprite.js, line 54

get(marker)→ {Phaser.Sound}

Get a sound with the given name.

Parameters:

Name

Type

Description

marker

string

The name of sound to get.

Returns:

Phaser.Sound-

The sound instance.

Source - sound/AudioSprite.js, line 115

play(marker, volume)→ {Phaser.Sound}

Play a sound with the given name.

Parameters:

Name

Type

Argument

Default

Description

marker

string

<optional>

The name of sound to play

volume

number

<optional>

1

Volume of the sound you want to play. If none is given it will use the volume given to the Sound when it was created (which defaults to 1 ifnone was specified).

Returns:

Phaser.Sound-

This sound instance.

Source - sound/AudioSprite.js, line 77

stop(marker)

Stop a sound with the given name.

Parameters:

Name

Type

Argument

Default

Description

marker

string

<optional>

''

The name of sound to stop. If none is given it will stop all sounds in the audio sprite.

Source - sound/AudioSprite.js, line 93