HTML5AudioSound
HTML5 Audio implementation of the sound.
Constructor
new HTML5AudioSound(manager, key, [config])
Parameters
| name | type | optional | default | description |
|---|---|---|---|---|
| manager | Phaser.Sound.HTML5AudioSoundManager | No | Reference to the current sound manager instance. | |
| key | string | No | Asset key for the sound. | |
| config | Phaser.Types.Sound.SoundConfig | Yes | "{}" | An optional config object containing default sound settings. |
Scope: static
Extends
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:
- addListener
- emit
- eventNames
- listenerCount
- listeners
- off
- on
- once
- removeAllListeners
- removeListener
- shutdown
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:
| name | type | optional | default | description |
|---|---|---|---|---|
| markerName | string | Phaser.Types.Sound.SoundConfig | Yes | "''" | If you want to play a marker then provide the marker name here. Alternatively, this parameter can be a SoundConfig object. |
| config | Phaser.Types.Sound.SoundConfig | Yes | Optional 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:
| name | type | optional | description |
|---|---|---|---|
| value | number | No | The 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:
| name | type | optional | description |
|---|---|---|---|
| value | boolean | No | true 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:
| name | type | optional | description |
|---|---|---|---|
| value | boolean | No | true 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:
| name | type | optional | description |
|---|---|---|---|
| value | number | No | The 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:
| name | type | optional | description |
|---|---|---|---|
| value | number | No | The 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:
| name | type | optional | description |
|---|---|---|---|
| value | number | No | The 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:
| name | type | optional | description |
|---|---|---|---|
| value | number | No | The 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:
| name | type | optional | description |
|---|---|---|---|
| time | number | No | The 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