---
title: "Synth sound and music: API"
package: "@phaser-ae/audio"
tier: Free
version: 3.0.0-6
released: 2026-10-14
updated: 2026-10-24
description: "Synthesised sound effects, chiptune tunes, recorded samples and streamed music, each defined once by name and played by name on master, music and sfx buses."
url: https://phaser.io/packs/audio/api
site: Phaser - https://phaser.io
---

# Synth sound and music: API

`@phaser-ae/audio` — Synthesised SFX (chip waves, sweeps, jingles, noise, filters) and streamed music on master, music and sfx buses. Define sounds by name, play by name.

## The pack

### `audio`

```ts
function audio(opts: AudioOptions = {}): Pack<{ sound: SoundApi }>
```

The synth, as a pack. The kernel owns the unlock moment (input.firstGesture),
the chance source (Law 4), and the shell pause (the context suspends with the clock).

## Functions

### `jingleStep`

```ts
function jingleStep(spec: SoundSpec): number
```

Seconds a jingle step lasts for this spec.

### `noteFreq`

```ts
function noteFreq(name: string): number
```

Frequency in Hz of a named note — `'C5'`, `'F#4'`, `'Bb3'` (letter, optional `#`/`b`, octave).
Equal temperament, A4 = 440. Returns 0 for an unrecognised name.

### `parseJingle`

```ts
function parseJingle(notation: string): { events: JingleEvent[]; total: number }
```

Parse jingle notation: whitespace-separated tokens, each a note (`C5`), a chord (`C4+E4+G4`),
a hit (`x` — the voice's own sound, for drums and zaps in time) or a rest (`-`); a token takes
`!` to accent or `~` to soften, and a length multiplier (`C5:3`, `-:2`, `x!:0.5`).
Unrecognised tokens advance time like a rest, so rhythm survives a typo.

### `soundLength`

```ts
function soundLength(sound: Sound): number
```

Seconds a sound lasts — the longest of its layers. 0 for a URL.

### `soundTail`

```ts
function soundTail(sound: Sound): number
```

Seconds until a sound is completely silent — its length plus the longest echo tail and release.

### `specLength`

```ts
function specLength(spec: SoundSpec): number
```

Seconds one spec sounds for, including its `delay`, not counting an echo tail.

## Types

### `AudioInput`

```ts
interface AudioInput
```

What the pack puts in the registry under `('audio-input', 'audio')`, so a pack that plays a media element (`video`)
sends its sound through the mixer: the master and bus volumes and `mute` then apply to it.

- `name: string` — The registry name: `'audio'`.
- `route(el: HTMLMediaElement, bus: 'music' | 'sfx'): { gain: number } | null` — Route `el` into `bus`, or move it there. Returns the route, whose `gain` (0..1) is the element's own volume, or null where there is no WebAudio, and the element then plays on its own.

### `AudioOptions`

```ts
interface AudioOptions
```

Manifest options for the audio pack.

- `suspendWhenHidden?: boolean` — Suspend audio while the page is hidden. Default true; false permits background music when simulation also continues.
- `masterVolume?: number` — Master bus gain, 0..1. Default 0.25.
- `sounds?: Record<string, Sound>` — Sounds defined at attach, by name; the same as calling `defineAll`. Default none.

### `AudioTap`

```ts
interface AudioTap
```

What the pack puts in the registry under `('audio-tap', 'audio')`, so a recorder can mux the mix into a clip.

- `name: string` — The registry name: `'audio'`.
- `track(): MediaStreamTrack | null` — A live track of the master mix, or null when nothing has played yet and there is no audio graph.
- `stop(): void` — Release the tap.

### `Bus`

```ts
type Bus = 'master' | 'music' | 'sfx'
```

A mixer bus. `music` and `sfx` feed `master`.

### `JingleEvent`

```ts
interface JingleEvent
```

One scheduled step of a parsed jingle: simultaneous frequencies (or a HIT — the voice's own
freq/sweep/noise, the drum-machine case), start and length in steps, and a loudness multiplier.

- `freqs: number[]` — Pitches to sound together; empty for a hit (`x`), which plays the spec's own tone.
- `start: number` — When the event starts, in steps from the start of the jingle.
- `len: number` — How long the event lasts, in steps.
- `accent: number` — 1 normally; `!` accents (1.35), `~` softens (0.45).

### `MusicOptions`

```ts
interface MusicOptions
```

Options for `sound.music(url, opts)` — looped background music / BGM / audio track.

- `loop?: boolean` — Loop the track. Default `true`.
- `volume?: number` — Track volume 0→1 relative to master. Default 1.
- `fadeIn?: number` — Fade-in duration in seconds. Default 0 (instant), or `crossfade` when that is set.
- `crossfade?: number` — Cross-fade from the track playing now over this many seconds: it fades out while this one fades in. Default 0 (a cut).

### `NoiseColor`

```ts
type NoiseColor = 'white' | 'pink' | 'brown'
```

Noise colour: white is hiss, pink is rain, brown is rumble.

### `PlayOptions`

```ts
interface PlayOptions
```

How loud, and where: a sound played `at` a place in the world is panned and fades with its distance from the
listener (`listener(x, y, z, yaw, pitch)`), in world units with y up.

- `volume?: number` — Gain 0..1 on top of the sound's own volume. Default 1.
- `at?: { x: number; y?: number; z: number }` — Where it plays, in world units; without it the sound is not positional.
- `near?: number` — Distance at full volume, world units, above 0. Default 2.
- `far?: number` — Distance past which it is not played at all, world units. Default 60.
- `rolloff?: number` — How fast it fades past `near`, 0 to 10: the inverse-distance rolloff. Default 1.

### `Sound`

```ts
type Sound = SoundSpec | SoundSpec[] | string
```

A sound definition: a synthesised `SoundSpec`, an array of specs played together (a layered/compound sound), or a URL string to an audio file (mp3/ogg/wav).

### `SoundApi`

```ts
interface SoundApi
```

What `game.sound` presents. Every method is a no-op where WebAudio is unavailable; before the first gesture sounds are dropped and music waits for it.

- `define(name: string, sound: Sound): void` — Name a sound once (the art/audio agent's contract); play it by name everywhere. Unknown names are a dev error. A URL sound starts loading at once, through the loader: defined before `game.start()`, it is preloaded.
- `defineAll(sounds: Record<string, Sound>): void` — `define` every entry of a record; its URL sounds load as one job. Defined before `game.start()`, they are part of the preload, fetched and decoded under the loading screen and ready for their first `play`.
- `play(name: string, opts?: PlayOptions): Voice` — Play a defined sound. Throws in dev on an unknown name; silent in production. Returns a function that stops it early. `{ volume }` scales it; `{ at: { x, y, z } }` plays it at a place in the world, panned and fading with its distance from the `listener` (`near` full volume, default 2; `far` not played at all, default 60; `rolloff` how fast it fades, default 1), and the returned voice's `move(x, y, z)` follows whatever makes it.
- `listener(x: number, y: number, z: number, yaw: number, pitch?: number): void` — Where the player's ears are, for positional sounds: world units with y up, the engine's `yaw` (0 faces +z, turning right as it grows) and `pitch` (positive looks down). Call it as the camera moves, once a frame.
- `playSpec(spec: SoundSpec | SoundSpec[]): Stop` — A one-off spec, for prototyping. Prefer define + play by name.
- `loop(name: string, opts?: PlayOptions): Voice` — Play a defined synthesised sound back to back until stopped — a chiptune written in jingle notation becomes the background music. Returns the stop function. One loop at a time is the usual arrangement; the API does not enforce it.
- `length(name: string): number` — Seconds a defined sound lasts (its longest layer), 0 for a URL or an unknown name.
- `music(track: string, opts?: MusicOptions): void` — Stream a track on the music bus, replacing the current one. Defaults: loop, volume 1, no fade. `track` is a key the loader holds (`{ kind: 'audio', key, url, stream: true }`) or the URL of a file it holds under any key, and then plays the file already fetched; any other URL streams from the network, in the background. Throws in dev on a name that is neither a loaded key nor a URL. Asked for before the first gesture, it starts on that gesture. `{ crossfade: s }` fades the current track out while this one fades in.
- `sample(key: string, opts?: PlayOptions & { rate?: number; loop?: boolean; pan?: number }): Voice` — Play a SAMPLE the loader fetched (`assets.load([{ kind: 'audio', key, url }])`). It was decoded inside the load job, so it plays at once; a `stream` file is decoded on its first play instead, in the background, and plays when that lands. `volume` 0..1, `rate`, `loop`, `pan` -1..1 or `at` a place as `play` takes. Returns a stop function. Throws in dev on a key the loader has not got, saying so when it failed to load; a no-op before the first gesture or headless.
- `stopMusic(opts?: { fadeOut?: number }): void` — Stop the music; `fadeOut` in seconds fades first (default 0).
- `readonly musicTime: number` — Seconds into the current music track, as heard: what to time a logo's landing on the music's downbeat by. It wraps to 0 each time a looping track goes round, stands still while the game is paused or hidden and while the track buffers, counts from the start of a fade-in (a fade is only volume), and follows the new track through a cross-fade. The output latency the browser reports is taken off. 0 with no music, after `stopMusic`, and before the track starts (music asked for before the first gesture waits for it). Headless, with no WebAudio, the track is played on the game clock instead: seconds of game time since `music`, pausing with the game.
- `readonly musicDuration: number` — The current track's length in seconds once the browser has read it, else 0: no music, still loading, a live stream, or headless.
- `volume(bus: Bus, v: number): void` — Set a bus gain, 0..1, with no fade.
- `readonly muted: boolean` — True after the `mute` command, until `unmute`.
- `readonly names: ReadonlyArray<string>` — Every defined sound name, in definition order.

### `SoundEcho`

```ts
interface SoundEcho
```

A feedback echo on the sound — caves, space, arcade halls.

- `time?: number` — Seconds between repeats. Default 0.25.
- `feedback?: number` — How much of each repeat feeds the next, 0→0.9. Default 0.35.
- `mix?: number` — Level of the repeats against the dry sound, 0→1. Default 0.3.

### `SoundFilter`

```ts
interface SoundFilter
```

A filter stage in a synthesised sound. Sweep a lowpass over `'noise'` for crunchy explosions.

- `type?: BiquadFilterType` — Filter shape (`'lowpass'`, `'highpass'`, `'bandpass'`, …). Default `'lowpass'`.
- `freq?: number` — Cutoff frequency in Hz at the start of the sound. Default 1000.
- `freqEnd?: number` — Optional cutoff sweep target in Hz — e.g. 2400 → 60 collapses a blast into a rumble.
- `sweep?: 'linear' | 'exponential'` — Shape of the cutoff sweep. Default `'exponential'`.
- `decay?: number` — Seconds the sweep takes. Default: the whole sound. A short one is a filter envelope — the pluck of a bass.
- `q?: number` — Resonance (Q). Higher = a whistly peak at the cutoff. Default 1.

### `SoundSpec`

```ts
interface SoundSpec
```

Parameters for a synthesised sound effect (SFX / beep / tone / noise), or a tune in jingle notation.

- `type?: Waveform | OscillatorType` — Oscillator waveform, or `'noise'`. Default `'square'`.
- `noise?: NoiseColor` — Colour of `'noise'`. Default `'white'`.
- `freq?: number` — Start frequency in Hz. Ignored for `'noise'`. Default 440.
- `freqEnd?: number` — Optional frequency sweep target in Hz — creates a zap/pew slide.
- `sweep?: 'linear' | 'exponential'` — Shape of the `freq` → `freqEnd` slide. `'exponential'` sounds pitch-linear to the ear — better lasers, jumps, falls. Default `'linear'`.
- `notes?: number[] | string` — Pitch sequence (overrides `freq`/`freqEnd`). - `number[]` — Hz steps spread evenly across `duration`, glued under one envelope (coins, power-up runs). - `string` — **jingle notation**: each note gets its own envelope (real articulation — 'ta-daa!' fanfares). Tokens: notes `C5`/`F#4`/`Bb3`, chords `C4+E4+G4`, hits `x` (this voice's own sound — drums), rests `-`; append `!` to accent, `~` to soften, `:N` to stretch (`C5:3` = 3 steps). One step lasts `step` seconds (or a 16th at `tempo`); total length comes from the notation (`duration` is ignored).
- `step?: number` — Seconds per notation step in jingle mode. Default 0.12, or a 16th note when `tempo` is set.
- `tempo?: number` — Tempo in BPM for jingle mode — a step is a 16th note (120 BPM = 0.125 s). `step` wins if both are set.
- `gate?: number` — How much of each step a note sounds, 0→1: staccato at 0.5, legato at 1. Default 0.92.
- `slide?: boolean` — Glide between consecutive notes instead of stepping — 303 lines, sirens, slurs. Default false.
- `duration?: number` — Duration in seconds. Default 0.15.
- `volume?: number` — Amplitude 0→1 relative to the sfx bus. Default 1.
- `attack?: number` — Attack ramp in seconds. Default 0.005.
- `decay?: number` — Seconds to fall from the attack peak to the `sustain` level. Default 0 (no decay stage).
- `sustain?: number` — Level held after the decay, 0→1 of `volume`. Default 1. With `decay` this is a real ADSR.
- `release?: number` — Release ramp in seconds. Default 0.06.
- `curve?: 'linear' | 'exponential'` — Shape of the release ramp. `'exponential'` = percussive, natural die-away (explosions, thumps, plucks). Default `'linear'`.
- `jitter?: number` — Random per-play pitch variation 0→1 (0.1 = up to ±10%) — keeps rapid-fire SFX from sounding robotic. Default 0.
- `vibrato?: SoundVibrato` — Pitch wobble (LFO): `{ freq, depth }` — sirens, drones, shimmer.
- `tremolo?: SoundTremolo` — Loudness wobble (LFO): `{ freq, depth }` — engines, alarms, helicopters.
- `duty?: number` — Pulse width 0→0.5 for `'square'` (0.5 = even square). 0.25/0.125 give classic thin chip-tune timbres.
- `filter?: SoundFilter` — Filter stage: `{ type, freq, freqEnd, sweep, decay, q }`. A swept lowpass over `'noise'` is the crunchy-explosion move.
- `distortion?: number` — Distortion drive 0→1 — adds grit/crunch (explosions, heavy impacts, dirty lasers). Default 0.
- `crush?: number` — Bit-crush 0→1 — fewer bits, more fizz; the lo-fi 8-bit stamp. Default 0.
- `echo?: SoundEcho` — Echo: `{ time, feedback, mix }` — space, caves, the arcade hall.
- `pan?: number` — Stereo position -1 (left) → 1 (right). Default 0 (centre).
- `delay?: number` — Start offset in seconds — sequence the layers of a compound sound (`play([...])`). Default 0.

### `SoundTremolo`

```ts
interface SoundTremolo
```

Loudness wobble (LFO) — engines, helicopters, a pulsing alarm.

- `freq?: number` — Wobble rate in Hz. Default 10.
- `depth?: number` — How far the level dips, 0→1. Default 0.5.

### `SoundVibrato`

```ts
interface SoundVibrato
```

Pitch wobble (LFO) for a synthesised sound — sirens, UFO drones, magic shimmer. Ignored for `'noise'`.

- `freq?: number` — Wobble rate in Hz. Default 8.
- `depth?: number` — Wobble depth as a fraction of the base pitch (0.1 = ±10%). Default 0.06.

### `Stop`

```ts
type Stop = () => void
```

Stops a playing sound (or a loop) early. Calling it after the sound has ended is harmless.

### `Voice`

```ts
type Voice = Stop & { /** Move a positional sound to world `x, y, z`. */ move(x: number, y: number, z: number): void; }
```

A sound that is playing: call it to stop it early, and `move` it to follow what makes it (a no-op unless it was played `at` a place).

### `Waveform`

```ts
type Waveform = 'sine' | 'square' | 'sawtooth' | 'triangle' | 'noise'
```

Oscillator waveforms, plus `'noise'`.

---

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