Audio Properties and Synchronization

Demonstrates how to control volume, mute, rate, and detune for both the global Sound Manager and individual sounds, including synchronizing sprite animation speeds and transparency with audio properties.

Audio Properties and Synchronization, running
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GitHub
class Example extends Phaser.Scene
{
    soundRight;
    soundLeft;
    horseRight;
    horseLeft;
    horseFrames = [];

    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
        this.load.bitmapFont('atari-classic', 'assets/fonts/bitmap/atari-classic.png', 'assets/fonts/bitmap/atari-classic.xml');

        for (let i = 0; i < 12; i++)
        {
            this.horseFrames.push({
                key: `horse${(`0${i}`).slice(-2)}`,
                frame: '__BASE'
            });
        }

        // Loading horse animation
        for (let i = 0; i < this.horseFrames.length; i++)
        {
            this.load.image(this.horseFrames[i].key, `assets/animations/horse/frame_${(`0${i}`).slice(-2)}_delay-0.05s.png`);
        }

        // Loading music
        this.load.audio('left', [
            'assets/audio/Rossini - William Tell Overture (8 Bits Version)/left.ogg',
            'assets/audio/Rossini - William Tell Overture (8 Bits Version)/left.mp3'
        ]);
        this.load.audio('right', [
            'assets/audio/Rossini - William Tell Overture (8 Bits Version)/right.ogg',
            'assets/audio/Rossini - William Tell Overture (8 Bits Version)/right.mp3'
        ]);
    }

    create ()
    {
        this.anims.create({
            key: 'horse',
            frames: this.horseFrames,
            frameRate: 20,
            repeat: -1
        });

        this.horseLeft = this.add.sprite(200, 300, 'horse09');
        this.horseLeft.setScale(400 / 480);

        this.horseRight = this.add.sprite(600, 300, 'horse10');
        this.horseRight.setScale(400 / 480);

        this.soundLeft = this.sound.add('left');
        this.soundLeft.play({
            loop: true
        });

        this.soundRight = this.sound.add('right');
        this.soundRight.play({
            loop: true
        });

        if (this.sound.locked)
        {
            const text = this.add.bitmapText(400, 50, 'atari-classic', 'Tap to start', 40);
            text.x -= Math.round(text.width / 2);
            text.y -= Math.round(text.height / 2);

            this.sound.once('unlocked', (soundManager) =>
            {
                text.visible = false;

                this.start();
            });
        }
        else
        {
            this.start();
        }
    }

    update ()
    {
        this.horseLeft.anims.timeScale = this.soundLeft.totalRate;
        this.horseRight.anims.timeScale = this.soundRight.totalRate;

        this.horseLeft.setAlpha(this.sound.volume * this.soundLeft.volume);
        this.horseRight.setAlpha(this.sound.volume * this.soundRight.volume);

        this.horseLeft.visible = !this.sound.mute && !this.soundLeft.mute;
        this.horseRight.visible = !this.sound.mute && !this.soundRight.mute;
    }

    start ()
    {
        this.horseLeft.play('horse');
        this.horseRight.play('horse');

        const gui = new dat.GUI();

        const sm = gui.addFolder('Sound Manager');
        sm.add(this.sound, 'mute').listen();
        sm.add(this.sound, 'volume', 0, 1).listen();
        sm.add(this.sound, 'rate', 0.5, 2).listen();
        sm.add(this.sound, 'detune', -1200, 1200).step(50).listen();
        sm.open();

        const sl = gui.addFolder('Left');
        sl.add(this.soundLeft, 'mute').listen();
        sl.add(this.soundLeft, 'volume', 0, 1).listen();
        sl.add(this.soundLeft, 'rate', 0.5, 2).listen();
        sl.add(this.soundLeft, 'detune', -1200, 1200).step(50).listen();
        sl.open();

        const sr = gui.addFolder('Right');
        sr.add(this.soundRight, 'mute').listen();
        sr.add(this.soundRight, 'volume', 0, 1).listen();
        sr.add(this.soundRight, 'rate', 0.5, 2).listen();
        sr.add(this.soundRight, 'detune', -1200, 1200).step(50).listen();
        sr.open();
    }
}

/**
 * @author    Pavle Goloskokovic <[email protected]> (http://prunegames.com)
 *
 * Images by Walter Newton (http://walternewton.tumblr.com/post/58684376490/like-a-train-in-the-night)
 * Music by Classical 8 Bit (http://classical8bit.tumblr.com/) / CC BY
 */

const config = {
    scale: { mode: Phaser.Scale.FIT },
    type: Phaser.AUTO,
    parent: 'game-container',
    width: 800,
    height: 600,
    scene: Example,
    pixelArt: true,
    audio: {
        noAudio: true
    }
};

const game = new Phaser.Game(config);

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