Phaser.Sound.Events

Scope: static

Source: src/sound/events/index.js#L7

Events:

Public Members

COMPLETE

COMPLETE

Description:

The Sound Complete Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they complete playback.

Listen to it from a Sound instance using Sound.on('complete', listener), i.e.:

var music = this.sound.add('key');
music.on('complete', listener);
music.play();

Parameters:

nametypeoptionaldescription
soundPhaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSoundNoA reference to the Sound that emitted the event.

Source: src/sound/events/COMPLETE_EVENT.js#L7
Since: 3.16.1


DECODED

DECODED

Description:

The Audio Data Decoded Event.

This event is dispatched by the Web Audio Sound Manager as a result of calling the decodeAudio method.

Listen to it from the Sound Manager in a Scene using this.sound.on('decoded', listener), i.e.:

this.sound.on('decoded', handler);
this.sound.decodeAudio(key, audioData);

Parameters:

nametypeoptionaldescription
keystringNoThe key of the audio file that was decoded and added to the audio cache.

Source: src/sound/events/DECODED_EVENT.js#L7
Since: 3.18.0


DECODED_ALL

DECODED_ALL

Description:

The Audio Data Decoded All Event.

This event is dispatched by the Web Audio Sound Manager as a result of calling the decodeAudio method, once all files passed to the method have been decoded (or errored).

Use Phaser.Sound.Events#DECODED to listen for single sounds being decoded, and DECODED_ALL to listen for them all completing.

Listen to it from the Sound Manager in a Scene using this.sound.on('decodedall', listener), i.e.:

this.sound.once('decodedall', handler);
this.sound.decodeAudio([ audioFiles ]);

Source: src/sound/events/DECODED_ALL_EVENT.js#L7
Since: 3.18.0


DESTROY

DESTROY

Description:

The Sound Destroy Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are destroyed, either directly or via a Sound Manager.

Listen to it from a Sound instance using Sound.on('destroy', listener), i.e.:

var music = this.sound.add('key');
music.on('destroy', listener);
music.destroy();

Parameters:

nametypeoptionaldescription
soundPhaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSoundNoA reference to the Sound that emitted the event.

Source: src/sound/events/DESTROY_EVENT.js#L7
Since: 3.0.0


DETUNE

DETUNE

Description:

The Sound Detune Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when their detune value changes.

Listen to it from a Sound instance using Sound.on('detune', listener), i.e.:

var music = this.sound.add('key');
music.on('detune', listener);
music.play();
music.setDetune(200);

Parameters:

nametypeoptionaldescription
soundPhaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSoundNoA reference to the Sound that emitted the event.
detunenumberNoThe new detune value of the Sound.

Source: src/sound/events/DETUNE_EVENT.js#L7
Since: 3.0.0


GLOBAL_DETUNE

GLOBAL_DETUNE

Description:

The Sound Manager Global Detune Event.

This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager, or the HTML5 Audio Manager. It is dispatched when the detune property of the Sound Manager is changed, which globally adjusts the detuning of all active sounds.

Listen to it from a Scene using: this.sound.on('rate', listener).

Parameters:

nametypeoptionaldescription
soundManagerPhaser.Sound.BaseSoundManagerNoA reference to the sound manager that emitted the event.
detunenumberNoThe updated detune value.

Source: src/sound/events/GLOBAL_DETUNE_EVENT.js#L7
Since: 3.0.0


GLOBAL_MUTE

GLOBAL_MUTE

Description:

The Sound Manager Global Mute Event.

This event is dispatched by the Sound Manager when its mute property is changed, either directly or via the setMute method. This changes the mute state of all active sounds.

Listen to it from a Scene using: this.sound.on('mute', listener).

Parameters:

nametypeoptionaldescription
soundManagerPhaser.Sound.WebAudioSoundManager | Phaser.Sound.HTML5AudioSoundManagerNoA reference to the Sound Manager that emitted the event.
mutebooleanNoThe mute value. true if the Sound Manager is now muted, otherwise false.

Source: src/sound/events/GLOBAL_MUTE_EVENT.js#L7
Since: 3.0.0


GLOBAL_RATE

GLOBAL_RATE

Description:

The Sound Manager Global Rate Event.

This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager, or the HTML5 Audio Manager. It is dispatched when the rate property of the Sound Manager is changed, which globally adjusts the playback rate of all active sounds.

Listen to it from a Scene using: this.sound.on('rate', listener).

Parameters:

nametypeoptionaldescription
soundManagerPhaser.Sound.BaseSoundManagerNoA reference to the sound manager that emitted the event.
ratenumberNoThe updated rate value.

Source: src/sound/events/GLOBAL_RATE_EVENT.js#L7
Since: 3.0.0


GLOBAL_VOLUME

GLOBAL_VOLUME

Description:

The Sound Manager Global Volume Event.

This event is dispatched by the Sound Manager when its volume property is changed, either directly or via the setVolume method. This changes the volume of all active sounds.

Listen to it from a Scene using: this.sound.on('volume', listener).

Parameters:

nametypeoptionaldescription
soundManagerPhaser.Sound.WebAudioSoundManager | Phaser.Sound.HTML5AudioSoundManagerNoA reference to the sound manager that emitted the event.
volumenumberNoThe new global volume of the Sound Manager.

Source: src/sound/events/GLOBAL_VOLUME_EVENT.js#L7
Since: 3.0.0


LOOP

LOOP

Description:

The Sound Loop Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when their loop state is changed.

Listen to it from a Sound instance using Sound.on('loop', listener), i.e.:

var music = this.sound.add('key');
music.on('loop', listener);
music.setLoop(true);

This is not to be confused with the LOOPED event, which emits each time a Sound loops during playback.

Parameters:

nametypeoptionaldescription
soundPhaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSoundNoA reference to the Sound that emitted the event.
loopbooleanNoThe new loop value. true if the Sound will loop, otherwise false.

Source: src/sound/events/LOOP_EVENT.js#L7
Since: 3.0.0


LOOPED

LOOPED

Description:

The Sound Looped Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they loop during playback.

Listen to it from a Sound instance using Sound.on('looped', listener), i.e.:

var music = this.sound.add('key');
music.on('looped', listener);
music.setLoop(true);
music.play();

This is not to be confused with the LOOP event, which only emits when the loop state of a Sound is changed.

Parameters:

nametypeoptionaldescription
soundPhaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSoundNoA reference to the Sound that emitted the event.

Source: src/sound/events/LOOPED_EVENT.js#L7
Since: 3.0.0


MUTE

MUTE

Description:

The Sound Mute Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when their mute state changes.

Listen to it from a Sound instance using Sound.on('mute', listener), i.e.:

var music = this.sound.add('key');
music.on('mute', listener);
music.play();
music.setMute(true);

Parameters:

nametypeoptionaldescription
soundPhaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSoundNoA reference to the Sound that emitted the event.
mutebooleanNoThe mute value. true if the Sound is now muted, otherwise false.

Source: src/sound/events/MUTE_EVENT.js#L7
Since: 3.0.0


PAN

PAN

Description:

The Sound Pan Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when their pan changes.

Listen to it from a Sound instance using Sound.on('pan', listener), i.e.:

var sound = this.sound.add('key');
sound.on('pan', listener);
sound.play();
sound.setPan(0.5);

Parameters:

nametypeoptionaldescription
soundPhaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSoundNoA reference to the Sound that emitted the event.
pannumberNoThe new pan of the Sound.

Source: src/sound/events/PAN_EVENT.js#L7
Since: 3.50.0


PAUSE

PAUSE

Description:

The Sound Pause Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are paused.

Listen to it from a Sound instance using Sound.on('pause', listener), i.e.:

var music = this.sound.add('key');
music.on('pause', listener);
music.play();
music.pause();

Parameters:

nametypeoptionaldescription
soundPhaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSoundNoA reference to the Sound that emitted the event.

Source: src/sound/events/PAUSE_EVENT.js#L7
Since: 3.0.0


PAUSE_ALL

PAUSE_ALL

Description:

The Pause All Sounds Event.

This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager, or the HTML5 Audio Manager. It is dispatched when the pauseAll method is invoked and after all current Sounds have been paused.

Listen to it from a Scene using: this.sound.on('pauseall', listener).

Parameters:

nametypeoptionaldescription
soundManagerPhaser.Sound.BaseSoundManagerNoA reference to the sound manager that emitted the event.

Source: src/sound/events/PAUSE_ALL_EVENT.js#L7
Since: 3.0.0


PLAY

PLAY

Description:

The Sound Play Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are played.

Listen to it from a Sound instance using Sound.on('play', listener), i.e.:

var music = this.sound.add('key');
music.on('play', listener);
music.play();

Parameters:

nametypeoptionaldescription
soundPhaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSoundNoA reference to the Sound that emitted the event.

Source: src/sound/events/PLAY_EVENT.js#L7
Since: 3.0.0


RATE

RATE

Description:

The Sound Rate Change Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when their rate changes.

Listen to it from a Sound instance using Sound.on('rate', listener), i.e.:

var music = this.sound.add('key');
music.on('rate', listener);
music.play();
music.setRate(0.5);

Parameters:

nametypeoptionaldescription
soundPhaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSoundNoA reference to the Sound that emitted the event.
ratenumberNoThe new rate of the Sound.

Source: src/sound/events/RATE_EVENT.js#L7
Since: 3.0.0


RESUME

RESUME

Description:

The Sound Resume Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are resumed from a paused state.

Listen to it from a Sound instance using Sound.on('resume', listener), i.e.:

var music = this.sound.add('key');
music.on('resume', listener);
music.play();
music.pause();
music.resume();

Parameters:

nametypeoptionaldescription
soundPhaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSoundNoA reference to the Sound that emitted the event.

Source: src/sound/events/RESUME_EVENT.js#L7
Since: 3.0.0


RESUME_ALL

RESUME_ALL

Description:

The Resume All Sounds Event.

This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager, or the HTML5 Audio Manager. It is dispatched when the resumeAll method is invoked and after all current Sounds have been resumed.

Listen to it from a Scene using: this.sound.on('resumeall', listener).

Parameters:

nametypeoptionaldescription
soundManagerPhaser.Sound.BaseSoundManagerNoA reference to the sound manager that emitted the event.

Source: src/sound/events/RESUME_ALL_EVENT.js#L7
Since: 3.0.0


SEEK

SEEK

Description:

The Sound Seek Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are seeked to a new position.

Listen to it from a Sound instance using Sound.on('seek', listener), i.e.:

var music = this.sound.add('key');
music.on('seek', listener);
music.play();
music.setSeek(5000);

Parameters:

nametypeoptionaldescription
soundPhaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSoundNoA reference to the Sound that emitted the event.
detunenumberNoThe new detune value of the Sound.

Source: src/sound/events/SEEK_EVENT.js#L7
Since: 3.0.0


STOP

STOP

Description:

The Sound Stop Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when they are stopped.

Listen to it from a Sound instance using Sound.on('stop', listener), i.e.:

var music = this.sound.add('key');
music.on('stop', listener);
music.play();
music.stop();

Parameters:

nametypeoptionaldescription
soundPhaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSoundNoA reference to the Sound that emitted the event.

Source: src/sound/events/STOP_EVENT.js#L7
Since: 3.0.0


STOP_ALL

STOP_ALL

Description:

The Stop All Sounds Event.

This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager, or the HTML5 Audio Manager. It is dispatched when the stopAll method is invoked and after all current Sounds have been stopped.

Listen to it from a Scene using: this.sound.on('stopall', listener).

Parameters:

nametypeoptionaldescription
soundManagerPhaser.Sound.BaseSoundManagerNoA reference to the sound manager that emitted the event.

Source: src/sound/events/STOP_ALL_EVENT.js#L7
Since: 3.0.0


UNLOCKED

UNLOCKED

Description:

The Sound Manager Unlocked Event.

This event is dispatched by the Base Sound Manager, or more typically, an instance of the Web Audio Sound Manager, or the HTML5 Audio Manager. It is dispatched during the update loop when the Sound Manager becomes unlocked. For Web Audio this is on the first user gesture on the page.

Listen to it from a Scene using: this.sound.on('unlocked', listener).

Parameters:

nametypeoptionaldescription
soundManagerPhaser.Sound.BaseSoundManagerNoA reference to the sound manager that emitted the event.

Source: src/sound/events/UNLOCKED_EVENT.js#L7
Since: 3.0.0


VOLUME

VOLUME

Description:

The Sound Volume Event.

This event is dispatched by both Web Audio and HTML5 Audio Sound objects when their volume changes.

Listen to it from a Sound instance using Sound.on('volume', listener), i.e.:

var music = this.sound.add('key');
music.on('volume', listener);
music.play();
music.setVolume(0.5);

Parameters:

nametypeoptionaldescription
soundPhaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSoundNoA reference to the Sound that emitted the event.
volumenumberNoThe new volume of the Sound.

Source: src/sound/events/VOLUME_EVENT.js#L7
Since: 3.0.0


Private Members

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