BaseSoundManager
Base class for the Web Audio and HTML5 Audio Sound Manager implementations. It manages a collection of sound instances, handles global volume, mute, rate, and detune settings, provides spatial audio listener positioning (Web Audio only), and coordinates with the game lifecycle for pausing and resuming audio when the game loses or regains focus.
Constructor
new BaseSoundManager(game)
Parameters
| name | type | optional | description |
|---|---|---|---|
| game | Phaser.Game | No | Reference to the current game instance. |
Scope: static
Extends
Source: src/sound/BaseSoundManager.js#L18
Since: 3.0.0
Public Members
detune
detune: number
Description:
Global detuning of all sounds in cents. The range of the value is -1200 to 1200, but we recommend keeping it within a reasonable range for musical purposes.
Source: src/sound/BaseSoundManager.js#L809
Since: 3.0.0
game
game: Phaser.Game
Description:
Local reference to game.
Source: src/sound/BaseSoundManager.js#L48
Since: 3.0.0
gameLostFocus
gameLostFocus: boolean
Description:
Flag used to track if the game has lost focus.
Source: src/sound/BaseSoundManager.js#L156
Since: 3.60.0
jsonCache
jsonCache: Phaser.Cache.BaseCache
Description:
Local reference to the JSON Cache, as used by Audio Sprites.
Source: src/sound/BaseSoundManager.js#L58
Since: 3.7.0
listenerPosition
listenerPosition: Phaser.Math.Vector2
Description:
The Spatial Audio listener position.
Only available with WebAudio.
You can modify the x/y properties of this Vec2 directly to adjust the listener position within the game world.
Source: src/sound/BaseSoundManager.js#L166
Since: 3.60.0
locked
locked: boolean
Description:
Mobile devices require sounds to be triggered from an explicit user action, such as a tap, before any sound can be loaded/played on a web page. Set to true if the audio system is currently locked awaiting user interaction.
Source: src/sound/BaseSoundManager.js#L132
Since: 3.0.0
mute
mute: boolean
Description:
Global mute setting.
Source: src/sound/BaseSoundManager.js#L79
Since: 3.0.0
pauseOnBlur
pauseOnBlur: boolean
Description:
Flag indicating if sounds should be paused when game loses focus, for instance when user switches to another tab/program/app.
Source: src/sound/BaseSoundManager.js#L99
Since: 3.0.0
rate
rate: number
Description:
Global playback rate at which all the sounds 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 audio's playback speed.
Source: src/sound/BaseSoundManager.js#L759
Since: 3.0.0
volume
volume: number
Description:
Global volume setting.
Source: src/sound/BaseSoundManager.js#L89
Since: 3.0.0
Inherited Methods
From Phaser.Events.EventEmitter:
- addListener
- emit
- eventNames
- listenerCount
- listeners
- off
- on
- once
- removeAllListeners
- removeListener
- shutdown
Public Methods
add
<instance> add(key, [config])
Description:
Adds a new sound into the sound manager.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| key | string | No | Asset key for the sound. |
| config | Phaser.Types.Sound.SoundConfig | Yes | An optional config object containing default sound settings. |
Returns: Phaser.Sound.BaseSound - The new sound instance.
Source: src/sound/BaseSoundManager.js#L188
Since: 3.0.0
addAudioSprite
<instance> addAudioSprite(key, [config])
Description:
Adds a new audio sprite sound into the sound manager. Audio Sprites are a combination of audio files and a JSON configuration. The JSON follows the format of that created by https://github.com/tonistiigi/audiosprite
Parameters:
| name | type | optional | description |
|---|---|---|---|
| key | string | No | Asset key for the sound. |
| config | Phaser.Types.Sound.SoundConfig | Yes | An optional config object containing default sound settings. |
Returns: Phaser.Sound.NoAudioSound, Phaser.Sound.HTML5AudioSound, Phaser.Sound.WebAudioSound - The new audio sprite sound instance.
Source: src/sound/BaseSoundManager.js#L202
Since: 3.0.0
destroy
<instance> destroy()
Description:
Destroys all the sounds in the game and all associated events.
Overrides: Phaser.Events.EventEmitter#destroy
Source: src/sound/BaseSoundManager.js#L693
Since: 3.0.0
get
<instance> get(key)
Description:
Gets the first sound in this Sound Manager that matches the given key. If none can be found it returns null.
Tags:
- generic
- genericUse
Parameters:
| name | type | optional | description |
|---|---|---|---|
| key | string | No | Sound asset key. |
Returns: Phaser.Sound.BaseSound - - The sound, or null.
Source: src/sound/BaseSoundManager.js#L247
Since: 3.23.0
getAll
<instance> getAll([key])
Description:
Gets all sounds in this Sound Manager.
You can optionally specify a key, in which case only Sound instances that match the given key will be returned.
Tags:
- generic
- genericUse
Parameters:
| name | type | optional | description |
|---|---|---|---|
| key | string | Yes | Optional asset key. If given, only Sound instances with this key will be returned. |
Returns: Array.<Phaser.Sound.BaseSound> - - The sounds, or an empty array.
Source: src/sound/BaseSoundManager.js#L266
Since: 3.23.0
getAllPlaying
<instance> getAllPlaying()
Description:
Returns all sounds from this Sound Manager that are currently playing. That is, Sound instances that have their isPlaying property set to true.
Tags:
- generic
- genericUse
Returns: Array.<Phaser.Sound.BaseSound> - - All currently playing sounds, or an empty array.
Source: src/sound/BaseSoundManager.js#L294
Since: 3.60.0
isPlaying
<instance> isPlaying(key)
Description:
When a key is given, returns true if any sound with that key is playing.
When no key is given, returns true if any sound is playing.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| key | string | No | Sound asset key. |
Returns: boolean - - Per the key argument, true if any matching sound is playing, otherwise false.
Source: src/sound/BaseSoundManager.js#L542
Since: 3.85.0
onBlur
<instance> onBlur()
Description:
Method used internally for pausing sound manager if Phaser.Sound.BaseSoundManager#pauseOnBlur is set to true.
Access: protected
Source: src/sound/BaseSoundManager.js#L601
Since: 3.0.0
onFocus
<instance> onFocus()
Description:
Method used internally for resuming sound manager if Phaser.Sound.BaseSoundManager#pauseOnBlur is set to true.
Access: protected
Source: src/sound/BaseSoundManager.js#L612
Since: 3.0.0
pauseAll
<instance> pauseAll()
Description:
Pauses all the sounds in the game.
Fires: Phaser.Sound.Events#event:PAUSE_ALL
Source: src/sound/BaseSoundManager.js#L452
Since: 3.0.0
play
<instance> play(key, [extra])
Description:
Adds a new sound to the sound manager and plays it.
The sound will be automatically removed (destroyed) once playback ends.
This lets you play a new sound on the fly without the need to keep a reference to it.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| key | string | No | Asset key for the sound. |
| extra | Phaser.Types.Sound.SoundConfig | Phaser.Types.Sound.SoundMarker | Yes | An optional additional object containing settings to be applied to the sound. It could be either config or marker object. |
Returns: boolean - Whether the sound started playing successfully.
Source: src/sound/BaseSoundManager.js#L312
Since: 3.0.0
playAudioSprite
<instance> playAudioSprite(key, spriteName, [config])
Description:
Adds a new audio sprite sound to the sound manager and plays it. The sprite will be automatically removed (destroyed) once playback ends. This lets you play a new sound on the fly without the need to keep a reference to it.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| key | string | No | Asset key for the sound. |
| spriteName | string | No | The name of the sound sprite to play. |
| config | Phaser.Types.Sound.SoundConfig | Yes | An optional config object containing default sound settings. |
Returns: boolean - Whether the audio sprite sound started playing successfully.
Source: src/sound/BaseSoundManager.js#L353
Since: 3.0.0
remove
<instance> remove(sound)
Description:
Removes a sound from the sound manager. The removed sound is destroyed before removal.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| sound | Phaser.Sound.BaseSound | No | The sound object to remove. |
Returns: boolean - True if the sound was removed successfully, otherwise false.
Source: src/sound/BaseSoundManager.js#L377
Since: 3.0.0
removeAll
<instance> removeAll()
Description:
Removes all sounds from the manager, destroying the sounds.
Source: src/sound/BaseSoundManager.js#L404
Since: 3.23.0
removeByKey
<instance> removeByKey(key)
Description:
Removes all sounds from the sound manager that have an asset key matching the given value. The removed sounds are destroyed before removal.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| key | string | No | The key to match when removing sound objects. |
Returns: number - The number of matching sound objects that were removed.
Source: src/sound/BaseSoundManager.js#L420
Since: 3.0.0
resumeAll
<instance> resumeAll()
Description:
Resumes all the sounds in the game.
Fires: Phaser.Sound.Events#event:RESUME_ALL
Source: src/sound/BaseSoundManager.js#L469
Since: 3.0.0
setDetune
<instance> setDetune(value)
Description:
Sets the global detuning of all sounds in cents. The range of the value is -1200 to 1200, but we recommend keeping it within a reasonable range for musical purposes.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| value | number | No | The detuning value in cents. The range is -1200 to 1200, but we recommend keeping it within a reasonable range for musical purposes. |
Returns: Phaser.Sound.BaseSoundManager - This Sound Manager.
Fires: Phaser.Sound.Events#event:GLOBAL_DETUNE
Source: src/sound/BaseSoundManager.js#L790
Since: 3.3.0
setListenerPosition
<instance> setListenerPosition([x], [y])
Description:
Sets the X and Y position of the Spatial Audio listener on this Web Audio context.
If you call this method with no parameters it will default to the center-point of the game canvas. Depending on the type of game you're making, you may need to call this method constantly to reset the listener position as the camera scrolls.
Calling this method does nothing on HTML5Audio.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| x | number | Yes | The x position of the Spatial Audio listener. |
| y | number | Yes | The y position of the Spatial Audio listener. |
Source: src/sound/BaseSoundManager.js#L486
Since: 3.60.0
setRate
<instance> setRate(value)
Description:
Sets the global playback rate at which all the sounds will be played.
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 | Global playback rate at which all the sounds will be played. |
Returns: Phaser.Sound.BaseSoundManager - This Sound Manager.
Fires: Phaser.Sound.Events#event:GLOBAL_RATE
Source: src/sound/BaseSoundManager.js#L738
Since: 3.3.0
stopAll
<instance> stopAll()
Description:
Stops all the sounds in the game.
Fires: Phaser.Sound.Events#event:STOP_ALL
Source: src/sound/BaseSoundManager.js#L503
Since: 3.0.0
stopByKey
<instance> stopByKey(key)
Description:
Stops any sounds matching the given key.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| key | string | No | Sound asset key. |
Returns: number - - How many sounds were stopped.
Source: src/sound/BaseSoundManager.js#L520
Since: 3.23.0
unlock
<instance> unlock()
Description:
Method used internally for unlocking audio playback on devices that require user interaction before any sound can be played on a web page.
Read more about how this issue is handled here in this article.
Access: protected
Source: src/sound/BaseSoundManager.js#L588
Since: 3.0.0
update
<instance> update(time, delta)
Description:
Update method called on every game step. Removes destroyed sounds and updates every active sound in the game.
Access: protected
Parameters:
| name | type | optional | description |
|---|---|---|---|
| time | number | No | The current timestamp as generated by the Request Animation Frame or SetTimeout. |
| delta | number | No | The delta time elapsed since the last frame. |
Fires: Phaser.Sound.Events#event:UNLOCKED
Source: src/sound/BaseSoundManager.js#L657
Since: 3.0.0