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Version: Phaser v4.0.0-rc.6

HTML5AudioSound

HTML5 Audio implementation of the sound.

Constructor

new HTML5AudioSound(manager, key, [config])

Parameters

nametypeoptionaldefaultdescription
managerPhaser.Sound.HTML5AudioSoundManagerNoReference to the current sound manager instance.
keystringNoAsset key for the sound.
configPhaser.Types.Sound.SoundConfigYes"{}"An optional config object containing default sound settings.

Scope: static

Extends

Phaser.Sound.BaseSound

Source: src/sound/html5/HTML5AudioSound.js#L13
Since: 3.0.0

Inherited Members

From Phaser.Sound.BaseSound:


Public Members

audio

audio: HTMLAudioElement

Description:

Reference to an HTML5 Audio tag used for playing sound.

Source: src/sound/html5/HTML5AudioSound.js#L53
Since: 3.0.0


detune

detune: number

Description:

The detune value of this Sound, given in cents.

The range of the value is -1200 to 1200, but we recommend setting it to 50.

Fires: Phaser.Sound.Events#event:DETUNE

Source: src/sound/html5/HTML5AudioSound.js#L726
Since: 3.0.0


loop

loop: boolean

Description:

Flag indicating whether or not the sound or current sound marker will loop.

Fires: Phaser.Sound.Events#event:LOOP

Source: src/sound/html5/HTML5AudioSound.js#L858
Since: 3.0.0


mute

mute: boolean

Description:

Boolean indicating whether the sound is muted or not.

Gets or sets the muted state of this sound.

Fires: Phaser.Sound.Events#event:MUTE

Source: src/sound/html5/HTML5AudioSound.js#L570
Since: 3.0.0


pan

pan: number

Description:

Gets or sets the pan of this sound, a value between -1 (full left pan) and 1 (full right pan).

Has no audible effect on HTML5 Audio Sound, but still generates the PAN Event.

Fires: Phaser.Sound.Events#event:PAN

Source: src/sound/html5/HTML5AudioSound.js#L911
Since: 3.50.0


previousTime

previousTime: number

Description:

Audio tag's playback position recorded on previous

update method call. Set to 0 if sound is not playing.

Source: src/sound/html5/HTML5AudioSound.js#L75
Since: 3.0.0


rate

rate: number

Description:

Rate at which this Sound will be played.

Value of 1.0 plays the audio at full speed, 0.5 plays the audio at half speed

and 2.0 doubles the audios playback speed.

Fires: Phaser.Sound.Events#event:RATE

Source: src/sound/html5/HTML5AudioSound.js#L669
Since: 3.0.0


seek

seek: number

Description:

Property representing the position of playback for this sound, in seconds.

Setting it to a specific value moves current playback to that position.

The value given is clamped to the range 0 to current marker duration.

Setting seek of a stopped sound has no effect.

Fires: Phaser.Sound.Events#event:SEEK

Source: src/sound/html5/HTML5AudioSound.js#L780
Since: 3.0.0


startTime

startTime: number

Description:

Timestamp as generated by the Request Animation Frame or SetTimeout

representing the time at which the delayed sound playback should start.

Set to 0 if sound playback is not delayed.

Source: src/sound/html5/HTML5AudioSound.js#L63
Since: 3.0.0


tags

tags: Array.<HTMLAudioElement>

Description:

An array containing all HTML5 Audio tags that could be used for individual

sound playback. Number of instances depends on the config value passed

to the Loader#audio method call, default is 1.

Source: src/sound/html5/HTML5AudioSound.js#L37
Since: 3.0.0


volume

volume: number

Description:

Gets or sets the volume of this sound, a value between 0 (silence) and 1 (full volume).

Fires: Phaser.Sound.Events#event:VOLUME

Source: src/sound/html5/HTML5AudioSound.js#L620
Since: 3.0.0


Inherited Methods

From Phaser.Events.EventEmitter:

From Phaser.Sound.BaseSound:


Public Methods

calculateRate

<instance> calculateRate()

Description:

This method is used internally to update the playback rate of this sound.

Overrides: Phaser.Sound.BaseSound#calculateRate

Source: src/sound/html5/HTML5AudioSound.js#L554
Since: 3.0.0


destroy

<instance> destroy()

Description:

Calls Phaser.Sound.BaseSound#destroy method

and cleans up all HTML5 Audio related stuff.

Overrides: Phaser.Sound.BaseSound#destroy

Source: src/sound/html5/HTML5AudioSound.js#L507
Since: 3.0.0


onBlur

<instance> onBlur()

Description:

Method used internally by sound manager for pausing sound if

Phaser.Sound.HTML5AudioSoundManager#pauseOnBlur is set to true.

Source: src/sound/html5/HTML5AudioSound.js#L406
Since: 3.0.0


onFocus

<instance> onFocus()

Description:

Method used internally by sound manager for resuming sound if

Phaser.Sound.HTML5AudioSoundManager#pauseOnBlur is set to true.

Source: src/sound/html5/HTML5AudioSound.js#L425
Since: 3.0.0


pause

<instance> pause()

Description:

Pauses the sound.

Overrides: Phaser.Sound.BaseSound#pause

Returns: boolean - Whether the sound was paused successfully.

Fires: Phaser.Sound.Events#event:PAUSE

Source: src/sound/html5/HTML5AudioSound.js#L135
Since: 3.0.0


pickAndPlayAudioTag

<instance> pickAndPlayAudioTag()

Description:

This method is used internally to pick and play the next available audio tag.

Returns: boolean - Whether the sound was assigned an audio tag successfully.

Source: src/sound/html5/HTML5AudioSound.js#L237
Since: 3.0.0


pickAudioTag

<instance> pickAudioTag()

Description:

This method performs the audio tag pooling logic. It first looks for

unused audio tag to assign to this sound object. If there are no unused

audio tags, based on HTML5AudioSoundManager#override property value, it

looks for sound with most advanced playback and hijacks its audio tag or

does nothing.

Returns: boolean - Whether the sound was assigned an audio tag successfully.

Source: src/sound/html5/HTML5AudioSound.js#L286
Since: 3.0.0


play

<instance> play([markerName], [config])

Description:

Play this sound, or a marked section of it.

It always plays the sound from the start. If you want to start playback from a specific time

you can set 'seek' setting of the config object, provided to this call, to that value.

If you want to play the same sound simultaneously, then you need to create another instance

of it and play that Sound. For HTML5 Audio this also requires creating multiple audio instances

when loading the audio files.

Parameters:

nametypeoptionaldefaultdescription
markerNamestring | Phaser.Types.Sound.SoundConfigYes"''"If you want to play a marker then provide the marker name here. Alternatively, this parameter can be a SoundConfig object.
configPhaser.Types.Sound.SoundConfigYesOptional sound config object to be applied to this marker or entire sound if no marker name is provided. It gets memorized for future plays of current section of the sound.

Overrides: Phaser.Sound.BaseSound#play

Returns: boolean - Whether the sound started playing successfully.

Fires: Phaser.Sound.Events#event:PLAY

Source: src/sound/html5/HTML5AudioSound.js#L93
Since: 3.0.0


playCatchPromise

<instance> playCatchPromise()

Description:

Method used for playing audio tag and catching possible exceptions

thrown from rejected Promise returned from play method call.

Source: src/sound/html5/HTML5AudioSound.js#L354
Since: 3.0.0


reset

<instance> reset()

Description:

Method used internally to reset sound state, usually when stopping sound

or when hijacking audio tag from another sound.

Source: src/sound/html5/HTML5AudioSound.js#L394
Since: 3.0.0


resume

<instance> resume()

Description:

Resumes the sound.

Overrides: Phaser.Sound.BaseSound#resume

Returns: boolean - Whether the sound was resumed successfully.

Fires: Phaser.Sound.Events#event:RESUME

Source: src/sound/html5/HTML5AudioSound.js#L171
Since: 3.0.0


setDetune

<instance> setDetune(value)

Description:

Sets the detune value of this Sound, given in cents.

The range of the value is -1200 to 1200, but we recommend setting it to 50.

Parameters:

nametypeoptionaldescription
valuenumberNoThe range of the value is -1200 to 1200, but we recommend setting it to 50.

Returns: Phaser.Sound.HTML5AudioSound - This Sound instance.

Fires: Phaser.Sound.Events#event:DETUNE

Source: src/sound/html5/HTML5AudioSound.js#L761
Since: 3.3.0


setLoop

<instance> setLoop(value)

Description:

Sets the loop state of this Sound.

Parameters:

nametypeoptionaldescription
valuebooleanNotrue to loop this sound, false to not loop it.

Returns: Phaser.Sound.HTML5AudioSound - This Sound instance.

Fires: Phaser.Sound.Events#event:LOOP

Source: src/sound/html5/HTML5AudioSound.js#L893
Since: 3.4.0


setMute

<instance> setMute(value)

Description:

Sets the muted state of this Sound.

Parameters:

nametypeoptionaldescription
valuebooleanNotrue to mute this sound, false to unmute it.

Returns: Phaser.Sound.HTML5AudioSound - This Sound instance.

Fires: Phaser.Sound.Events#event:MUTE

Source: src/sound/html5/HTML5AudioSound.js#L602
Since: 3.4.0


setPan

<instance> setPan(value)

Description:

Sets the pan of this sound, a value between -1 (full left pan) and 1 (full right pan).

Has no audible effect on HTML5 Audio Sound, but still generates the PAN Event.

Parameters:

nametypeoptionaldescription
valuenumberNoThe pan of the sound. A value between -1 (full left pan) and 1 (full right pan).

Returns: Phaser.Sound.HTML5AudioSound - This Sound instance.

Fires: Phaser.Sound.Events#event:PAN

Source: src/sound/html5/HTML5AudioSound.js#L937
Since: 3.50.0


setRate

<instance> setRate(value)

Description:

Sets the playback rate of this Sound.

For example, a value of 1.0 plays the audio at full speed, 0.5 plays the audio at half speed

and 2.0 doubles the audios playback speed.

Parameters:

nametypeoptionaldescription
valuenumberNoThe playback rate at of this Sound.

Returns: Phaser.Sound.HTML5AudioSound - This Sound instance.

Fires: Phaser.Sound.Events#event:RATE

Source: src/sound/html5/HTML5AudioSound.js#L705
Since: 3.3.0


setSeek

<instance> setSeek(value)

Description:

Seeks to a specific point in this sound.

Parameters:

nametypeoptionaldescription
valuenumberNoThe point in the sound to seek to.

Returns: Phaser.Sound.HTML5AudioSound - This Sound instance.

Fires: Phaser.Sound.Events#event:SEEK

Source: src/sound/html5/HTML5AudioSound.js#L840
Since: 3.4.0


setVolume

<instance> setVolume(value)

Description:

Sets the volume of this Sound.

Parameters:

nametypeoptionaldescription
valuenumberNoThe volume of the sound.

Returns: Phaser.Sound.HTML5AudioSound - This Sound instance.

Fires: Phaser.Sound.Events#event:VOLUME

Source: src/sound/html5/HTML5AudioSound.js#L651
Since: 3.4.0


stop

<instance> stop()

Description:

Stop playing this sound.

Overrides: Phaser.Sound.BaseSound#stop

Returns: boolean - Whether the sound was stopped successfully.

Fires: Phaser.Sound.Events#event:STOP

Source: src/sound/html5/HTML5AudioSound.js#L208
Since: 3.0.0


stopAndReleaseAudioTag

<instance> stopAndReleaseAudioTag()

Description:

This method is used internally to stop and release the current audio tag.

Source: src/sound/html5/HTML5AudioSound.js#L375
Since: 3.0.0


update

<instance> update(time)

Description:

Update method called automatically by sound manager on every game step.

Parameters:

nametypeoptionaldescription
timenumberNoThe current timestamp as generated by the Request Animation Frame or SetTimeout.

Overrides: Phaser.Sound.BaseSound#update

Fires: Phaser.Sound.Events#event:COMPLETE, Phaser.Sound.Events#event:LOOPED

Source: src/sound/html5/HTML5AudioSound.js#L439
Since: 3.0.0


updateMute

<instance> updateMute()

Description:

This method is used internally to update the mute setting of this sound.

Source: src/sound/html5/HTML5AudioSound.js#L526
Since: 3.0.0


updateVolume

<instance> updateVolume()

Description:

This method is used internally to update the volume of this sound.

Source: src/sound/html5/HTML5AudioSound.js#L540
Since: 3.0.0