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 code: sound/AudioSprite.js (Line 17)
Public Properties
-
autoplay : boolean
-
Is a sound set to autoplay or not?
- Default Value
- false
- Source code: sound/AudioSprite.js (Line 48)
-
autoplayKey : string
-
If a sound is set to auto play, this holds the marker key of it.
- Source code: sound/AudioSprite.js (Line 41)
-
config : Object
-
JSON audio atlas object.
- Source code: sound/AudioSprite.js (Line 35)
-
game : Phaser.Game
-
A reference to the currently running Game.
- Source code: sound/AudioSprite.js (Line 23)
-
key : string
-
Asset key for the Audio Sprite.
- Source code: sound/AudioSprite.js (Line 29)
-
sounds : Object
-
An object containing the Phaser.Sound objects for the Audio Sprite.
- Source code: sound/AudioSprite.js (Line 54)
Public Methods
-
get(marker) → {Phaser.Sound}
-
Get a sound with the given name.
Parameters
Name Type Description marker
string The name of sound to get.
Returns
The sound instance.
- Source code: 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 if none was specified).
Returns
This sound instance.
- Source code: 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 code: sound/AudioSprite.js (Line 93)