---
title: "Play Sound on Keypress"
description: "Trigger specific audio files using keyboard input listeners and stop all active sounds using the sound manager."
phaser: "4.1.0"
size: "800x600"
files: 1
url: https://phaser.io/oss/examples/v4.1.0/audio/Web%20Audio/view/play-sound-on-keypress
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.

# Play Sound on Keypress

Trigger specific audio files using keyboard input listeners and stop all active sounds using the sound manager.

A Phaser 4.1.0 example in [Audio / Web Audio](https://phaser.io/oss/examples/v4.1.0/audio/Web%20Audio.md). It runs at 800 × 600, and loads its assets from https://cdn.phaserfiles.com/v410. See it running, with its code, at https://phaser.io/oss/examples/v4.1.0/audio/Web%20Audio/view/play-sound-on-keypress.

To run it, load Phaser 4.1.0 (`https://cdn.jsdelivr.net/npm/phaser@4.1.0/dist/phaser.min.js`), then the file, on a page with a `<div id="game-container">`.

## Code

### play sound on keypress.js

```js
class Example extends Phaser.Scene
{
    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
        this.load.image('touhou', 'assets/pics/touhou1.png');

        this.load.setPath('assets/audio/tech');

        this.load.audio('bass', [ 'bass.ogg', 'bass.mp3' ]);
        this.load.audio('drums', [ 'drums.ogg', 'drums.mp3' ]);
        this.load.audio('percussion', [ 'percussion.ogg', 'percussion.mp3' ]);
        this.load.audio('synth1', [ 'synth1.ogg', 'synth1.mp3' ]);
        this.load.audio('synth2', [ 'synth2.ogg', 'synth2.mp3' ]);
        this.load.audio('top1', [ 'top1.ogg', 'top1.mp3' ]);
        this.load.audio('top2', [ 'top2.ogg', 'top2.mp3' ]);
    }

    create ()
    {
        this.add.image(790, 600, 'touhou').setOrigin(1);

        const bass = this.sound.add('bass');
        const drums = this.sound.add('drums');
        const percussion = this.sound.add('percussion');
        const synth1 = this.sound.add('synth1');
        const synth2 = this.sound.add('synth2');
        const top1 = this.sound.add('top1');
        const top2 = this.sound.add('top2');

        const keys = [
            'Press A for Bass',
            'Press B for Drums',
            'Press C for Percussion',
            'Press D for Synth1',
            'Press E for Synth2',
            'Press F for Top1',
            'Press G for Top2',
            '',
            'SPACE to stop all sounds'
        ];

        const text = this.add.text(10, 10, keys, { font: '32px Courier', fill: '#00ff00' });

        if (this.sound.locked)
        {
            text.setText('Click to start');

            this.sound.once('unlocked', () =>
            {
                text.setText(keys);
            });
        }

        this.input.keyboard.on('keydown-SPACE', function ()
        {
            this.sound.stopAll();
        }, this);

        this.input.keyboard.on('keydown-A', () =>
        {
            bass.play();
        });

        this.input.keyboard.on('keydown-B', () =>
        {
            drums.play();
        });

        this.input.keyboard.on('keydown-C', () =>
        {
            percussion.play();
        });

        this.input.keyboard.on('keydown-D', () =>
        {
            synth1.play();
        });

        this.input.keyboard.on('keydown-E', () =>
        {
            synth2.play();
        });

        this.input.keyboard.on('keydown-F', () =>
        {
            top1.play();
        });

        this.input.keyboard.on('keydown-G', () =>
        {
            top2.play();
        });
    }
}

const config = {
    scale: { mode: Phaser.Scale.FIT },
    type: Phaser.AUTO,
    parent: 'game-container',
    width: 800,
    height: 600,
    backgroundColor: '#2d2d2d',
    scene: Example
};

const game = new Phaser.Game(config);
```

## More in Web Audio

- [Audio Control: Volume, Mute, Rate, and Detune](https://phaser.io/oss/examples/v4.1.0/audio/Web%20Audio/view/volume-mute-rate-detune.md): Adjust volume, mute status, playback rate, and detune for individual sounds and the global Sound Manager, while syncing sprite animation speed to the audio rate.
- [Audio Loop Delay](https://phaser.io/oss/examples/v4.1.0/audio/Web%20Audio/view/loop-delay.md): Demonstrates how to layer multiple audio stems by using sound markers and the delay property within the play configuration to synchronize looping tracks.
- [Audio Marker Pause and Resume](https://phaser.io/oss/examples/v4.1.0/audio/Web%20Audio/view/markers-pause-resume.md): Demonstrates how to play specific audio markers and use the pause and resume methods to control their playback state.
- [Audio Markers](https://phaser.io/oss/examples/v4.1.0/audio/Web%20Audio/view/markers-play.md): Define and play specific sections of a single audio file using markers to manage multiple sound effects.
- [Audio Seeking](https://phaser.io/oss/examples/v4.1.0/audio/Web%20Audio/view/seek.md): Demonstrates how to start audio at a specific timestamp and dynamically update the playback position using the seek property, including synchronizing a sprite's position with audio progress.
- [Audio Sprites](https://phaser.io/oss/examples/v4.1.0/audio/Web%20Audio/view/audiosprite.md): Demonstrates how to load a single audio file containing multiple sound effects and play specific markers using an audio sprite JSON configuration.
- [Multiple Instances of the Same Audio File](https://phaser.io/oss/examples/v4.1.0/audio/Web%20Audio/view/using-same-audio-file.md): Demonstrates how to create and manage multiple independent sound instances using a single loaded audio asset.
- [Play Audio File](https://phaser.io/oss/examples/v4.1.0/audio/Web%20Audio/view/play-audio-file.md): Demonstrates how to load and play an audio file using multiple source formats for browser compatibility and how to toggle automatic pausing when the game loses focus.
- [Play Audio From Child Scene](https://phaser.io/oss/examples/v4.1.0/audio/Web%20Audio/view/play-audio-from-child-scene.md): This example demonstrates how to preload audio in one scene and play it in a subsequent scene, showing that audio assets and the Sound Manager persist across scene transitions.
- [Play Audio From File Pack](https://phaser.io/oss/examples/v4.1.0/audio/Web%20Audio/view/play-audio-from-file-pack.md): Demonstrates how to load and play audio using a File Pack object, which allows you to define multiple asset types in a single manifest for bulk loading.
- [Play Movement Sound](https://phaser.io/oss/examples/v4.1.0/audio/Web%20Audio/view/play-movement-sound.md): Demonstrates how to trigger and manage sound effects based on player movement and interaction, including logic to prevent overlapping audio while walking.
- [Reuse Web Audio Context](https://phaser.io/oss/examples/v4.1.0/audio/Web%20Audio/view/reuse-audio-context.md): Demonstrates how to provide an externally created Web Audio context to the Phaser game configuration, allowing the audio context to persist across multiple game instances.
- [All 16 examples in Web Audio](https://phaser.io/oss/examples/v4.1.0/audio/Web%20Audio.md)

---

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