---
title: "Phaser.Sound.Events"
docs: "Phaser v4.0.0"
url: https://phaser.io/oss/docs/api-documentation/4.0.0/namespace/sound-events
site: Phaser - https://phaser.io
---

> This page is about the open-source Phaser framework, for writing a game's code by hand. To make a game with AI, use Phaser AE (https://phaser.io/): the desk's tools work with Web MCP, and the CLI works with your own coding agent. See "For AI agents: Phaser AE" at the end of this page.

# Phaser.Sound.Events

Scope: 
static
> Source: [src/sound/events/index.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/index.js#L7)  


## Static functions

### COMPLETE

#### COMPLETE


**Description:**

The Sound Complete Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they complete playback.

Listen to it from a Sound instance using `Sound.on('complete', listener)`, i.e.:

```javascript

var music = this.sound.add('key');

music.on('complete', listener);

music.play();

```

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| sound | [Phaser.Sound.WebAudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-webaudiosound.md) \| [Phaser.Sound.HTML5AudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-html5audiosound.md) | No | A reference to the Sound that emitted the event. |


> Source: [src/sound/events/COMPLETE_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/COMPLETE_EVENT.js#L7)  
Since: 3.16.1


---

### DECODED

#### DECODED


**Description:**

The Audio Data Decoded Event.

This event is dispatched by the Web Audio Sound Manager as a result of calling the `decodeAudio` method.

Listen to it from the Sound Manager in a Scene using `this.sound.on('decoded', listener)`, i.e.:

```javascript

this.sound.on('decoded', handler);

this.sound.decodeAudio(key, audioData);

```

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| key | string | No | The key of the audio file that was decoded and added to the audio cache. |


> Source: [src/sound/events/DECODED_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/DECODED_EVENT.js#L7)  
Since: 3.18.0


---

### DECODED_ALL

#### DECODED_ALL


**Description:**

The Audio Data Decoded All Event.

This event is dispatched by the Web Audio Sound Manager as a result of calling the `decodeAudio` method, once all files passed to the method have been decoded (or errored).

Use `Phaser.Sound.Events#DECODED` to listen for single sounds being decoded, and `DECODED_ALL` to listen for them all completing.

Listen to it from the Sound Manager in a Scene using `this.sound.on('decodedall', listener)`, i.e.:

```javascript

this.sound.once('decodedall', handler);

this.sound.decodeAudio([ audioFiles ]);

```


> Source: [src/sound/events/DECODED_ALL_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/DECODED_ALL_EVENT.js#L7)  
Since: 3.18.0


---

### DESTROY

#### DESTROY


**Description:**

The Sound Destroy Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are destroyed, either directly or via a Sound Manager.

Listen to it from a Sound instance using `Sound.on('destroy', listener)`, i.e.:

```javascript

var music = this.sound.add('key');

music.on('destroy', listener);

music.destroy();

```

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| sound | [Phaser.Sound.WebAudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-webaudiosound.md) \| [Phaser.Sound.HTML5AudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-html5audiosound.md) | No | A reference to the Sound that emitted the event. |


> Source: [src/sound/events/DESTROY_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/DESTROY_EVENT.js#L7)  
Since: 3.0.0


---

### DETUNE

#### DETUNE


**Description:**

The Sound Detune Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when their detune value changes.

Listen to it from a Sound instance using `Sound.on('detune', listener)`, i.e.:

```javascript

var music = this.sound.add('key');

music.on('detune', listener);

music.play();

music.setDetune(200);

```

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| sound | [Phaser.Sound.WebAudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-webaudiosound.md) \| [Phaser.Sound.HTML5AudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-html5audiosound.md) | No | A reference to the Sound that emitted the event. |
| detune | number | No | The new detune value of the Sound. |


> Source: [src/sound/events/DETUNE_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/DETUNE_EVENT.js#L7)  
Since: 3.0.0


---

### GLOBAL_DETUNE

#### GLOBAL_DETUNE


**Description:**

The Sound Manager Global Detune Event.

This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager, or the HTML5 Audio Manager. It is dispatched when the `detune` property of the Sound Manager is changed, which globally adjusts the detuning of all active sounds.

Listen to it from a Scene using: `this.sound.on('detune', listener)`.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| soundManager | [Phaser.Sound.BaseSoundManager](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-basesoundmanager.md) | No | A reference to the sound manager that emitted the event. |
| detune | number | No | The updated detune value. |


> Source: [src/sound/events/GLOBAL_DETUNE_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/GLOBAL_DETUNE_EVENT.js#L7)  
Since: 3.0.0


---

### GLOBAL_MUTE

#### GLOBAL_MUTE


**Description:**

The Sound Manager Global Mute Event.

This event is dispatched by the Sound Manager when its `mute` property is changed, either directly or via the `setMute` method. This changes the mute state of all active sounds.

Listen to it from a Scene using: `this.sound.on('mute', listener)`.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| soundManager | [Phaser.Sound.WebAudioSoundManager](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-webaudiosoundmanager.md) \| [Phaser.Sound.HTML5AudioSoundManager](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-html5audiosoundmanager.md) | No | A reference to the Sound Manager that emitted the event. |
| mute | boolean | No | The mute value. `true` if the Sound Manager is now muted, otherwise `false`. |


> Source: [src/sound/events/GLOBAL_MUTE_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/GLOBAL_MUTE_EVENT.js#L7)  
Since: 3.0.0


---

### GLOBAL_RATE

#### GLOBAL_RATE


**Description:**

The Sound Manager Global Rate Event.

This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager, or the HTML5 Audio Manager. It is dispatched when the `rate` property of the Sound Manager is changed, which globally adjusts the playback rate of all active sounds.

Listen to it from a Scene using: `this.sound.on('rate', listener)`.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| soundManager | [Phaser.Sound.BaseSoundManager](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-basesoundmanager.md) | No | A reference to the sound manager that emitted the event. |
| rate | number | No | The updated rate value. |


> Source: [src/sound/events/GLOBAL_RATE_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/GLOBAL_RATE_EVENT.js#L7)  
Since: 3.0.0


---

### GLOBAL_VOLUME

#### GLOBAL_VOLUME


**Description:**

The Sound Manager Global Volume Event.

This event is dispatched by the Sound Manager when its `volume` property is changed, either directly or via the `setVolume` method. This changes the volume of all active sounds.

Listen to it from a Scene using: `this.sound.on('volume', listener)`.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| soundManager | [Phaser.Sound.WebAudioSoundManager](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-webaudiosoundmanager.md) \| [Phaser.Sound.HTML5AudioSoundManager](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-html5audiosoundmanager.md) | No | A reference to the sound manager that emitted the event. |
| volume | number | No | The new global volume of the Sound Manager. |


> Source: [src/sound/events/GLOBAL_VOLUME_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/GLOBAL_VOLUME_EVENT.js#L7)  
Since: 3.0.0


---

### LOOP

#### LOOP


**Description:**

The Sound Loop Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when their loop state is changed.

Listen to it from a Sound instance using `Sound.on('loop', listener)`, i.e.:

```javascript

var music = this.sound.add('key');

music.on('loop', listener);

music.setLoop(true);

```

This is not to be confused with the [``LOOPED``](https://phaser.io/oss/docs/api-documentation/4.0.0/event/sound-events.md#event:LOOPED) event, which emits each time a Sound loops during playback.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| sound | [Phaser.Sound.WebAudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-webaudiosound.md) \| [Phaser.Sound.HTML5AudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-html5audiosound.md) | No | A reference to the Sound that emitted the event. |
| loop | boolean | No | The new loop value. `true` if the Sound will loop, otherwise `false`. |


> Source: [src/sound/events/LOOP_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/LOOP_EVENT.js#L7)  
Since: 3.0.0


---

### LOOPED

#### LOOPED


**Description:**

The Sound Looped Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they loop during playback.

Listen to it from a Sound instance using `Sound.on('looped', listener)`, i.e.:

```javascript

var music = this.sound.add('key');

music.on('looped', listener);

music.setLoop(true);

music.play();

```

This is not to be confused with the [``LOOP``](https://phaser.io/oss/docs/api-documentation/4.0.0/event/sound-events.md#event:LOOP) event, which only emits when the loop state of a Sound is changed.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| sound | [Phaser.Sound.WebAudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-webaudiosound.md) \| [Phaser.Sound.HTML5AudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-html5audiosound.md) | No | A reference to the Sound that emitted the event. |


> Source: [src/sound/events/LOOPED_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/LOOPED_EVENT.js#L7)  
Since: 3.0.0


---

### MUTE

#### MUTE


**Description:**

The Sound Mute Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when their mute state changes.

Listen to it from a Sound instance using `Sound.on('mute', listener)`, i.e.:

```javascript

var music = this.sound.add('key');

music.on('mute', listener);

music.play();

music.setMute(true);

```

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| sound | [Phaser.Sound.WebAudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-webaudiosound.md) \| [Phaser.Sound.HTML5AudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-html5audiosound.md) | No | A reference to the Sound that emitted the event. |
| mute | boolean | No | The mute value. `true` if the Sound is now muted, otherwise `false`. |


> Source: [src/sound/events/MUTE_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/MUTE_EVENT.js#L7)  
Since: 3.0.0


---

### PAN

#### PAN


**Description:**

The Sound Pan Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when their pan changes.

Listen to it from a Sound instance using `Sound.on('pan', listener)`, i.e.:

```javascript

var sound = this.sound.add('key');

sound.on('pan', listener);

sound.play();

sound.setPan(0.5);

```

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| sound | [Phaser.Sound.WebAudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-webaudiosound.md) \| [Phaser.Sound.HTML5AudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-html5audiosound.md) | No | A reference to the Sound that emitted the event. |
| pan | number | No | The new pan of the Sound. |


> Source: [src/sound/events/PAN_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/PAN_EVENT.js#L7)  
Since: 3.50.0


---

### PAUSE

#### PAUSE


**Description:**

The Sound Pause Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are paused.

Listen to it from a Sound instance using `Sound.on('pause', listener)`, i.e.:

```javascript

var music = this.sound.add('key');

music.on('pause', listener);

music.play();

music.pause();

```

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| sound | [Phaser.Sound.WebAudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-webaudiosound.md) \| [Phaser.Sound.HTML5AudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-html5audiosound.md) | No | A reference to the Sound that emitted the event. |


> Source: [src/sound/events/PAUSE_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/PAUSE_EVENT.js#L7)  
Since: 3.0.0


---

### PAUSE_ALL

#### PAUSE_ALL


**Description:**

The Pause All Sounds Event.

This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager, or the HTML5 Audio Manager. It is dispatched when the `pauseAll` method is invoked and after all current Sounds have been paused.

Listen to it from a Scene using: `this.sound.on('pauseall', listener)`.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| soundManager | [Phaser.Sound.BaseSoundManager](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-basesoundmanager.md) | No | A reference to the sound manager that emitted the event. |


> Source: [src/sound/events/PAUSE_ALL_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/PAUSE_ALL_EVENT.js#L7)  
Since: 3.0.0


---

### PLAY

#### PLAY


**Description:**

The Sound Play Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are played.

Listen to it from a Sound instance using `Sound.on('play', listener)`, i.e.:

```javascript

var music = this.sound.add('key');

music.on('play', listener);

music.play();

```

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| sound | [Phaser.Sound.WebAudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-webaudiosound.md) \| [Phaser.Sound.HTML5AudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-html5audiosound.md) | No | A reference to the Sound that emitted the event. |


> Source: [src/sound/events/PLAY_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/PLAY_EVENT.js#L7)  
Since: 3.0.0


---

### RATE

#### RATE


**Description:**

The Sound Rate Change Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when their rate changes.

Listen to it from a Sound instance using `Sound.on('rate', listener)`, i.e.:

```javascript

var music = this.sound.add('key');

music.on('rate', listener);

music.play();

music.setRate(0.5);

```

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| sound | [Phaser.Sound.WebAudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-webaudiosound.md) \| [Phaser.Sound.HTML5AudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-html5audiosound.md) | No | A reference to the Sound that emitted the event. |
| rate | number | No | The new rate of the Sound. |


> Source: [src/sound/events/RATE_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/RATE_EVENT.js#L7)  
Since: 3.0.0


---

### RESUME

#### RESUME


**Description:**

The Sound Resume Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are resumed from a paused state.

Listen to it from a Sound instance using `Sound.on('resume', listener)`, i.e.:

```javascript

var music = this.sound.add('key');

music.on('resume', listener);

music.play();

music.pause();

music.resume();

```

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| sound | [Phaser.Sound.WebAudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-webaudiosound.md) \| [Phaser.Sound.HTML5AudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-html5audiosound.md) | No | A reference to the Sound that emitted the event. |


> Source: [src/sound/events/RESUME_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/RESUME_EVENT.js#L7)  
Since: 3.0.0


---

### RESUME_ALL

#### RESUME_ALL


**Description:**

The Resume All Sounds Event.

This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager, or the HTML5 Audio Manager. It is dispatched when the `resumeAll` method is invoked and after all current Sounds have been resumed.

Listen to it from a Scene using: `this.sound.on('resumeall', listener)`.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| soundManager | [Phaser.Sound.BaseSoundManager](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-basesoundmanager.md) | No | A reference to the sound manager that emitted the event. |


> Source: [src/sound/events/RESUME_ALL_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/RESUME_ALL_EVENT.js#L7)  
Since: 3.0.0


---

### SEEK

#### SEEK


**Description:**

The Sound Seek Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are seeked to a new position.

Listen to it from a Sound instance using `Sound.on('seek', listener)`, i.e.:

```javascript

var music = this.sound.add('key');

music.on('seek', listener);

music.play();

music.setSeek(5000);

```

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| sound | [Phaser.Sound.WebAudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-webaudiosound.md) \| [Phaser.Sound.HTML5AudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-html5audiosound.md) | No | A reference to the Sound that emitted the event. |
| seek | number | No | The new seek value of the Sound. |


> Source: [src/sound/events/SEEK_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/SEEK_EVENT.js#L7)  
Since: 3.0.0


---

### STOP

#### STOP


**Description:**

The Sound Stop Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are stopped.

Listen to it from a Sound instance using `Sound.on('stop', listener)`, i.e.:

```javascript

var music = this.sound.add('key');

music.on('stop', listener);

music.play();

music.stop();

```

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| sound | [Phaser.Sound.WebAudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-webaudiosound.md) \| [Phaser.Sound.HTML5AudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-html5audiosound.md) | No | A reference to the Sound that emitted the event. |


> Source: [src/sound/events/STOP_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/STOP_EVENT.js#L7)  
Since: 3.0.0


---

### STOP_ALL

#### STOP_ALL


**Description:**

The Stop All Sounds Event.

This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager, or the HTML5 Audio Manager. It is dispatched when the `stopAll` method is invoked and after all current Sounds have been stopped.

Listen to it from a Scene using: `this.sound.on('stopall', listener)`.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| soundManager | [Phaser.Sound.BaseSoundManager](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-basesoundmanager.md) | No | A reference to the sound manager that emitted the event. |


> Source: [src/sound/events/STOP_ALL_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/STOP_ALL_EVENT.js#L7)  
Since: 3.0.0


---

### UNLOCKED

#### UNLOCKED


**Description:**

The Sound Manager Unlocked Event.

This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager, or the HTML5 Audio Manager. It is dispatched during the update loop when the Sound Manager becomes unlocked. For Web Audio this is on the first user gesture on the page.

Listen to it from a Scene using: `this.sound.on('unlocked', listener)`.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| soundManager | [Phaser.Sound.BaseSoundManager](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-basesoundmanager.md) | No | A reference to the sound manager that emitted the event. |


> Source: [src/sound/events/UNLOCKED_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/UNLOCKED_EVENT.js#L7)  
Since: 3.0.0


---

### VOLUME

#### VOLUME


**Description:**

The Sound Volume Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when their volume changes.

Listen to it from a Sound instance using `Sound.on('volume', listener)`, i.e.:

```javascript

var music = this.sound.add('key');

music.on('volume', listener);

music.play();

music.setVolume(0.5);

```

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| sound | [Phaser.Sound.WebAudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-webaudiosound.md) \| [Phaser.Sound.HTML5AudioSound](https://phaser.io/oss/docs/api-documentation/4.0.0/class/sound-html5audiosound.md) | No | A reference to the Sound that emitted the event. |
| volume | number | No | The new volume of the Sound. |


> Source: [src/sound/events/VOLUME_EVENT.js#L7](https://github.com/phaserjs/phaser/blob/v4.0.0/src/sound/events/VOLUME_EVENT.js#L7)  
Since: 3.0.0


---

---

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- **The CLI** (https://phaser.io/cli): `npx -y @phaser-ae/cli` builds the game on the user's own machine with their own coding agent (Claude Code, Codex, Cursor and others). In a game's folder every command is an npm script.
- **Expansion packs** (https://phaser.io/packs): 358 packs in 20 families (163 free, 195 Pro) that every game is built from, on the Phaser AE kernel (https://phaser.io/kernel).
- **Credits** (https://phaser.io/credits): what the desk's tools spend. Bought in packs, with no plan needed.
- **Pro** (https://phaser.io/pricing): $20 a month for every pack, 8,000 credits a month, new packs early, and bonus credits every time the user tops up (only Pro subscribers get them). Nobody needs a plan to start: credits can be bought as they're needed. Or Pro for 30 days for 8,000 credits, without subscribing. Teams, for studios, is on its way: https://phaser.io/contact?about=teams.
- **An account**: sign in with Google, GitHub or Microsoft at https://phaser.io/login. Games made on any plan can be published and sold.

Read any page of this site as Markdown by adding `.md` to its URL (the home page is https://phaser.io/index.md), or by asking for `text/markdown`. The index for agents is https://phaser.io/llms.txt. On the site's pages, the browser's Web MCP also offers `phaser_ae_guide`, `read_page_as_markdown` and `open_phaser_ae`.
