NoAudioSoundManager
No-audio implementation of the Sound Manager. It is used if audio has been disabled in the game config or the device doesn't support any audio.
It represents a graceful degradation of Sound Manager logic that provides minimal functionality and prevents Phaser projects that use audio from breaking on devices that don't support any audio playback technologies.
Constructor
new NoAudioSoundManager(game)
Parameters
| name | type | optional | description |
|---|---|---|---|
| game | Phaser.Game | No | Reference to the current game instance. |
Scope: static
Extends
Source: src/sound/noaudio/NoAudioSoundManager.js#L14
Since: 3.0.0
Inherited Methods
From Phaser.Events.EventEmitter:
- addListener
- emit
- eventNames
- listenerCount
- listeners
- off
- on
- once
- removeAllListeners
- removeListener
- shutdown
From Phaser.Sound.BaseSoundManager:
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. |
Overrides: Phaser.Sound.BaseSoundManager#add
Returns: Phaser.Sound.NoAudioSound - The new sound instance.
Source: src/sound/noaudio/NoAudioSoundManager.js#L51
Since: 3.60.0
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. |
Overrides: Phaser.Sound.BaseSoundManager#addAudioSprite
Returns: Phaser.Sound.NoAudioSound - The new audio sprite sound instance.
Source: src/sound/noaudio/NoAudioSoundManager.js#L71
Since: 3.60.0
destroy
<instance> destroy()
Description:
Destroys all the sounds in the game and all associated events.
Overrides: Phaser.Sound.BaseSoundManager#destroy
Source: src/sound/noaudio/NoAudioSoundManager.js#L396
Since: 3.0.0
get
<instance> get(key)
Description:
Gets the first sound in the manager matching the given key, if any.
Tags:
- generic
- genericUse
Parameters:
| name | type | optional | description |
|---|---|---|---|
| key | string | No | Sound asset key. |
Overrides: Phaser.Sound.BaseSoundManager#get
Returns: Phaser.Sound.BaseSound - - The sound, or null.
Source: src/sound/noaudio/NoAudioSoundManager.js#L93
Since: 3.23.0
getAll
<instance> getAll(key)
Description:
Gets any sounds in the manager matching the given key.
Tags:
- generic
- genericUse
Parameters:
| name | type | optional | description |
|---|---|---|---|
| key | string | No | Sound asset key. |
Overrides: Phaser.Sound.BaseSoundManager#getAll
Returns: Array.<Phaser.Sound.BaseSound> - - The sounds, or an empty array.
Source: src/sound/noaudio/NoAudioSoundManager.js#L111
Since: 3.23.0
onBlur
<instance> onBlur()
Description:
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would be called when the browser window loses focus and would pause all playing sounds if pauseOnBlur is enabled.
Overrides: Phaser.Sound.BaseSoundManager#onBlur
Source: src/sound/noaudio/NoAudioSoundManager.js#L224
Since: 3.0.0
onFocus
<instance> onFocus()
Description:
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would be called when the browser window regains focus and would resume any sounds that were paused when focus was lost.
Overrides: Phaser.Sound.BaseSoundManager#onFocus
Source: src/sound/noaudio/NoAudioSoundManager.js#L236
Since: 3.0.0
onGameBlur
<instance> onGameBlur()
Description:
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would be called when the Phaser Game instance loses focus (e.g. the canvas loses the pointer) and would pause sounds accordingly.
Overrides: Phaser.Sound.BaseSoundManager#onGameBlur
Source: src/sound/noaudio/NoAudioSoundManager.js#L248
Since: 3.0.0
onGameFocus
<instance> onGameFocus()
Description:
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would be called when the Phaser Game instance regains focus and would resume any sounds that were paused on blur.
Overrides: Phaser.Sound.BaseSoundManager#onGameFocus
Source: src/sound/noaudio/NoAudioSoundManager.js#L260
Since: 3.0.0
pauseAll
<instance> pauseAll()
Description:
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would pause all currently playing sounds.
Overrides: Phaser.Sound.BaseSoundManager#pauseAll
Source: src/sound/noaudio/NoAudioSoundManager.js#L272
Since: 3.0.0
play
<instance> play(key, [extra])
Description:
This method does nothing but return 'false' for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
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. |
Overrides: Phaser.Sound.BaseSoundManager#play
Returns: boolean - Always 'false' for the No Audio Sound Manager.
Source: src/sound/noaudio/NoAudioSoundManager.js#L129
Since: 3.0.0
playAudioSprite
<instance> playAudioSprite(key, spriteName, [config])
Description:
This method does nothing but return 'false' for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
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. |
Overrides: Phaser.Sound.BaseSoundManager#playAudioSprite
Returns: boolean - Always 'false' for the No Audio Sound Manager.
Source: src/sound/noaudio/NoAudioSoundManager.js#L147
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. |
Overrides: Phaser.Sound.BaseSoundManager#remove
Returns: boolean - True if the sound was removed successfully, otherwise false.
Source: src/sound/noaudio/NoAudioSoundManager.js#L166
Since: 3.0.0
removeAll
<instance> removeAll()
Description:
Removes all sounds from the manager, destroying the sounds.
Overrides: Phaser.Sound.BaseSoundManager#removeAll
Source: src/sound/noaudio/NoAudioSoundManager.js#L182
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. |
Overrides: Phaser.Sound.BaseSoundManager#removeByKey
Returns: number - The number of matching sound objects that were removed.
Source: src/sound/noaudio/NoAudioSoundManager.js#L193
Since: 3.0.0
resumeAll
<instance> resumeAll()
Description:
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would resume all paused sounds.
Overrides: Phaser.Sound.BaseSoundManager#resumeAll
Source: src/sound/noaudio/NoAudioSoundManager.js#L283
Since: 3.0.0
setDetune
<instance> setDetune()
Description:
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would set the global detune value for all sounds, measured in cents, where 100 cents equals one semitone.
Overrides: Phaser.Sound.BaseSoundManager#setDetune
Returns: Phaser.Sound.NoAudioSoundManager - This Sound Manager.
Source: src/sound/noaudio/NoAudioSoundManager.js#L331
Since: 3.0.0
setMute
<instance> setMute()
Description:
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would mute or unmute all sounds in the manager.
Source: src/sound/noaudio/NoAudioSoundManager.js#L345
Since: 3.0.0
setRate
<instance> setRate()
Description:
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would set the global playback rate for all sounds, where 1 is normal speed, 0.5 is half speed, and 2 is double speed.
Overrides: Phaser.Sound.BaseSoundManager#setRate
Returns: Phaser.Sound.NoAudioSoundManager - This Sound Manager.
Source: src/sound/noaudio/NoAudioSoundManager.js#L317
Since: 3.0.0
setVolume
<instance> setVolume()
Description:
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would set the global volume for all sounds in the manager, where 0 is silent and 1 is full volume.
Source: src/sound/noaudio/NoAudioSoundManager.js#L356
Since: 3.0.0
stopAll
<instance> stopAll()
Description:
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would stop all currently playing sounds.
Overrides: Phaser.Sound.BaseSoundManager#stopAll
Source: src/sound/noaudio/NoAudioSoundManager.js#L294
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. |
Overrides: Phaser.Sound.BaseSoundManager#stopByKey
Returns: number - - How many sounds were stopped.
Source: src/sound/noaudio/NoAudioSoundManager.js#L209
Since: 3.23.0
unlock
<instance> unlock()
Description:
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would attempt to unlock the audio context after a user gesture, which is required by modern browsers before audio playback can begin.
Overrides: Phaser.Sound.BaseSoundManager#unlock
Source: src/sound/noaudio/NoAudioSoundManager.js#L368
Since: 3.0.0
update
<instance> update()
Description:
This method does nothing for the No Audio Sound Manager, to maintain compatibility with the other Sound Managers.
In a real Sound Manager, this would be called on each game step to update the state of all active sounds.
Overrides: Phaser.Sound.BaseSoundManager#update
Source: src/sound/noaudio/NoAudioSoundManager.js#L305
Since: 3.0.0
Inherited Members
From Phaser.Sound.BaseSoundManager: