Phaser API Documentation

  Version: 
Filter

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 description
game Phaser.Game

Reference to the current game instance.

Since: 3.0.0

Extends


Members

<private> _detune: number
Focus
Focus

Description:

Property that actually holds the value of global detune.

Type:
number
Default: 0
Inherited from: Phaser.Sound.BaseSoundManager#_detune
Since: 3.0.0
Focus
Focus
<private> _rate: number
Focus
Focus

Description:

Property that actually holds the value of global playback rate.

Type:
number
Default: 1
Inherited from: Phaser.Sound.BaseSoundManager#_rate
Since: 3.0.0
Focus
Focus
detune: number
Focus
Focus

Description:

Global detuning of all sounds in cents. The range of the value is -1200 to 1200, but we recommend setting it to 50.

Type:
number
Default: 0
Inherited from: Phaser.Sound.BaseSoundManager#detune
Since: 3.0.0
Focus
Focus
<readonly> game: Phaser.Game
Focus
Focus

Description:

Local reference to game.

Type:
Inherited from: Phaser.Sound.BaseSoundManager#game
Since: 3.0.0
Focus
Focus
gameLostFocus: boolean
Focus
Focus

Description:

Flag used to track if the game has lost focus.

Type:
boolean
Default: false
Inherited from: Phaser.Sound.BaseSoundManager#gameLostFocus
Since: 3.60.0
Focus
Focus
<readonly> jsonCache: Phaser.Cache.BaseCache
Focus
Focus

Description:

Local reference to the JSON Cache, as used by Audio Sprites.

Type:
Inherited from: Phaser.Sound.BaseSoundManager#jsonCache
Since: 3.7.0
Focus
Focus
listenerPosition: Phaser.Math.Vector2
Focus
Focus

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.

Type:
Inherited from: Phaser.Sound.BaseSoundManager#listenerPosition
Since: 3.60.0
Focus
Focus
<readonly> locked: boolean
Focus
Focus

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.

Type:
boolean
Inherited from: Phaser.Sound.BaseSoundManager#locked
Since: 3.0.0
Focus
Focus
mute: boolean
Focus
Focus

Description:

Global mute setting.

Type:
boolean
Default: false
Inherited from: Phaser.Sound.BaseSoundManager#mute
Since: 3.0.0
Focus
Focus
pauseOnBlur: boolean
Focus
Focus

Description:

Flag indicating if sounds should be paused when game looses focus, for instance when user switches to another tab/program/app.

Type:
boolean
Default: true
Inherited from: Phaser.Sound.BaseSoundManager#pauseOnBlur
Since: 3.0.0
Focus
Focus
rate: number
Focus
Focus

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.

Type:
number
Default: 1
Inherited from: Phaser.Sound.BaseSoundManager#rate
Since: 3.0.0
Focus
Focus
<private> sounds: Array.<Phaser.Sound.BaseSound>
Focus
Focus

Description:

An array containing all added sounds.

Type:
Default: []
Inherited from: Phaser.Sound.BaseSoundManager#sounds
Since: 3.0.0
Focus
Focus
<private> unlocked: boolean
Focus
Focus

Description:

Flag used internally for handling when the audio system has been unlocked, if there ever was a need for it.

Type:
boolean
Default: false
Inherited from: Phaser.Sound.BaseSoundManager#unlocked
Since: 3.0.0
Focus
Focus
volume: number
Focus
Focus

Description:

Global volume setting.

Type:
number
Default: 1
Inherited from: Phaser.Sound.BaseSoundManager#volume
Since: 3.0.0
Focus
Focus

Methods

add(key, [config])
Focus
Focus

Description:

Adds a new sound into the sound manager.

Parameters:

name type arguments description
key string

Asset key for the sound.

config Phaser.Types.Sound.SoundConfig <optional>

An optional config object containing default sound settings.

Returns:
Description:

The new sound instance.

Overrides: Phaser.Sound.BaseSoundManager#add
Since: 3.60.0
Focus
Focus
addAudioSprite(key, [config])
Focus
Focus

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 arguments description
key string

Asset key for the sound.

config Phaser.Types.Sound.SoundConfig <optional>

An optional config object containing default sound settings.

Returns:
Description:

The new audio sprite sound instance.

Overrides: Phaser.Sound.BaseSoundManager#addAudioSprite
Since: 3.60.0
Focus
Focus
addListener(event, fn, [context])
Focus
Focus

Description:

Add a listener for a given event.

Parameters:

name type arguments Default description
event string | symbol

The event name.

fn function

The listener function.

context * <optional> this

The context to invoke the listener with.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#addListener
Since: 3.0.0
Focus
Focus
destroy()
Focus
Focus

Description:

Destroys all the sounds in the game and all associated events.

Overrides: Phaser.Sound.BaseSoundManager#destroy
Since: 3.0.0
Focus
Focus
emit(event, [args])
Focus
Focus

Description:

Calls each of the listeners registered for a given event.

Parameters:

name type arguments description
event string | symbol

The event name.

args * <optional>

Additional arguments that will be passed to the event handler.

Returns:
Description:

true if the event had listeners, else false.

Type:
  • boolean
Inherited from: Phaser.Events.EventEmitter#emit
Since: 3.0.0
Focus
Focus
eventNames()
Focus
Focus

Description:

Return an array listing the events for which the emitter has registered listeners.

Type:
  • Array.<(string
  • symbol)>
Inherited from: Phaser.Events.EventEmitter#eventNames
Since: 3.0.0
Focus
Focus
<private> forEachActiveSound(callback, [scope])
Focus
Focus

Description:

Method used internally for iterating only over active sounds and skipping sounds that are marked for removal.

Parameters:

name type arguments description
callback Phaser.Types.Sound.EachActiveSoundCallback

Callback function. (manager: Phaser.Sound.BaseSoundManager, sound: Phaser.Sound.BaseSound, index: number, sounds: Phaser.Manager.BaseSound[]) => void

scope * <optional>

Callback context.

Overrides: Phaser.Sound.BaseSoundManager#forEachActiveSound
Since: 3.0.0
Focus
Focus
get(key)
Focus
Focus

Description:

Gets the first sound in the manager matching the given key, if any.

Parameters:

name type description
key string

Sound asset key.

Returns:
Description:
  • The sound, or null.
Overrides: Phaser.Sound.BaseSoundManager#get
Since: 3.23.0
Focus
Focus
getAll(key)
Focus
Focus

Description:

Gets any sounds in the manager matching the given key.

Parameters:

name type description
key string

Sound asset key.

Returns:
Description:
  • The sounds, or an empty array.
Type:
Overrides: Phaser.Sound.BaseSoundManager#getAll
Since: 3.23.0
Focus
Focus
getAllPlaying()
Focus
Focus

Description:

Returns all sounds from this Sound Manager that are currently playing. That is, Sound instances that have their isPlaying property set to true.

Returns:
Description:
  • All currently playing sounds, or an empty array.
Type:
Inherited from: Phaser.Sound.BaseSoundManager#getAllPlaying
Since: 3.60.0
Focus
Focus
listenerCount(event)
Focus
Focus

Description:

Return the number of listeners listening to a given event.

Parameters:

name type description
event string | symbol

The event name.

Returns:
Description:

The number of listeners.

Type:
  • number
Inherited from: Phaser.Events.EventEmitter#listenerCount
Since: 3.0.0
Focus
Focus
listeners(event)
Focus
Focus

Description:

Return the listeners registered for a given event.

Parameters:

name type description
event string | symbol

The event name.

Returns:
Description:

The registered listeners.

Type:
  • Array.<function()>
Inherited from: Phaser.Events.EventEmitter#listeners
Since: 3.0.0
Focus
Focus
off(event, [fn], [context], [once])
Focus
Focus

Description:

Remove the listeners of a given event.

Parameters:

name type arguments description
event string | symbol

The event name.

fn function <optional>

Only remove the listeners that match this function.

context * <optional>

Only remove the listeners that have this context.

once boolean <optional>

Only remove one-time listeners.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#off
Since: 3.0.0
Focus
Focus
on(event, fn, [context])
Focus
Focus

Description:

Add a listener for a given event.

Parameters:

name type arguments Default description
event string | symbol

The event name.

fn function

The listener function.

context * <optional> this

The context to invoke the listener with.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#on
Since: 3.0.0
Focus
Focus
onBlur()
Focus
Focus

Description:

Empty function for the No Audio Sound Manager.

Overrides: Phaser.Sound.BaseSoundManager#onBlur
Since: 3.0.0
Focus
Focus
onFocus()
Focus
Focus

Description:

Empty function for the No Audio Sound Manager.

Overrides: Phaser.Sound.BaseSoundManager#onFocus
Since: 3.0.0
Focus
Focus
onGameBlur()
Focus
Focus

Description:

Empty function for the No Audio Sound Manager.

Overrides: Phaser.Sound.BaseSoundManager#onGameBlur
Since: 3.0.0
Focus
Focus
onGameFocus()
Focus
Focus

Description:

Empty function for the No Audio Sound Manager.

Overrides: Phaser.Sound.BaseSoundManager#onGameFocus
Since: 3.0.0
Focus
Focus
once(event, fn, [context])
Focus
Focus

Description:

Add a one-time listener for a given event.

Parameters:

name type arguments Default description
event string | symbol

The event name.

fn function

The listener function.

context * <optional> this

The context to invoke the listener with.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#once
Since: 3.0.0
Focus
Focus
pauseAll()
Focus
Focus

Description:

Empty function for the No Audio Sound Manager.

Overrides: Phaser.Sound.BaseSoundManager#pauseAll
Since: 3.0.0
Focus
Focus
play(key, [extra])
Focus
Focus

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 arguments description
key string

Asset key for the sound.

extra Phaser.Types.Sound.SoundConfig | Phaser.Types.Sound.SoundMarker <optional>

An optional additional object containing settings to be applied to the sound. It could be either config or marker object.

Returns:
Description:

Always 'false' for the No Audio Sound Manager.

Type:
  • boolean
Overrides: Phaser.Sound.BaseSoundManager#play
Since: 3.0.0
Focus
Focus
playAudioSprite(key, spriteName, [config])
Focus
Focus

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 arguments description
key string

Asset key for the sound.

spriteName string

The name of the sound sprite to play.

config Phaser.Types.Sound.SoundConfig <optional>

An optional config object containing default sound settings.

Returns:
Description:

Always 'false' for the No Audio Sound Manager.

Type:
  • boolean
Overrides: Phaser.Sound.BaseSoundManager#playAudioSprite
Since: 3.0.0
Focus
Focus
remove(sound)
Focus
Focus

Description:

Removes a sound from the sound manager. The removed sound is destroyed before removal.

Parameters:

name type description
sound Phaser.Sound.BaseSound

The sound object to remove.

Returns:
Description:

True if the sound was removed successfully, otherwise false.

Type:
  • boolean
Overrides: Phaser.Sound.BaseSoundManager#remove
Since: 3.0.0
Focus
Focus
removeAll()
Focus
Focus

Description:

Removes all sounds from the manager, destroying the sounds.

Overrides: Phaser.Sound.BaseSoundManager#removeAll
Since: 3.23.0
Focus
Focus
removeAllListeners([event])
Focus
Focus

Description:

Remove all listeners, or those of the specified event.

Parameters:

name type arguments description
event string | symbol <optional>

The event name.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#removeAllListeners
Since: 3.0.0
Focus
Focus
removeByKey(key)
Focus
Focus

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 description
key string

The key to match when removing sound objects.

Returns:
Description:

The number of matching sound objects that were removed.

Type:
  • number
Overrides: Phaser.Sound.BaseSoundManager#removeByKey
Since: 3.0.0
Focus
Focus
removeListener(event, [fn], [context], [once])
Focus
Focus

Description:

Remove the listeners of a given event.

Parameters:

name type arguments description
event string | symbol

The event name.

fn function <optional>

Only remove the listeners that match this function.

context * <optional>

Only remove the listeners that have this context.

once boolean <optional>

Only remove one-time listeners.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#removeListener
Since: 3.0.0
Focus
Focus
resumeAll()
Focus
Focus

Description:

Empty function for the No Audio Sound Manager.

Overrides: Phaser.Sound.BaseSoundManager#resumeAll
Since: 3.0.0
Focus
Focus
setDetune()
Focus
Focus

Description:

Empty function for the No Audio Sound Manager.

Returns:
Description:

This Sound Manager.

Overrides: Phaser.Sound.BaseSoundManager#setDetune
Since: 3.0.0
Focus
Focus
setListenerPosition([x], [y])
Focus
Focus

Description:

Sets the X and Y position of the Spatial Audio listener on this Web Audios 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 arguments description
x number <optional>

The x position of the Spatial Audio listener.

y number <optional>

The y position of the Spatial Audio listener.

Inherited from: Phaser.Sound.BaseSoundManager#setListenerPosition
Since: 3.60.0
Focus
Focus
setMute()
Focus
Focus

Description:

Empty function for the No Audio Sound Manager.

Since: 3.0.0
Focus
Focus
setRate()
Focus
Focus

Description:

Empty function for the No Audio Sound Manager.

Returns:
Description:

This Sound Manager.

Overrides: Phaser.Sound.BaseSoundManager#setRate
Since: 3.0.0
Focus
Focus
setVolume()
Focus
Focus

Description:

Empty function for the No Audio Sound Manager.

Since: 3.0.0
Focus
Focus
shutdown()
Focus
Focus

Description:

Removes all listeners.

Inherited from: Phaser.Events.EventEmitter#shutdown
Since: 3.0.0
Focus
Focus
stopAll()
Focus
Focus

Description:

Empty function for the No Audio Sound Manager.

Overrides: Phaser.Sound.BaseSoundManager#stopAll
Since: 3.0.0
Focus
Focus
stopByKey(key)
Focus
Focus

Description:

Stops any sounds matching the given key.

Parameters:

name type description
key string

Sound asset key.

Returns:
Description:
  • How many sounds were stopped.
Type:
  • number
Overrides: Phaser.Sound.BaseSoundManager#stopByKey
Since: 3.23.0
Focus
Focus
unlock()
Focus
Focus

Description:

Empty function for the No Audio Sound Manager.

Overrides: Phaser.Sound.BaseSoundManager#unlock
Since: 3.0.0
Focus
Focus
update()
Focus
Focus

Description:

Empty function for the No Audio Sound Manager.

Overrides: Phaser.Sound.BaseSoundManager#update
Since: 3.0.0
Focus
Focus