phaser-multires
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
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<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
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<a href="Phaser.MSPointer.html">MSPointer</a>
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<a href="Phaser.Net.html">Net</a>
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<a href="Phaser.Particle.html">Particle</a>
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<a href="Phaser.Particles.html">Particles</a>
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<a href="Phaser.Physics.html">Physics</a>
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
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<a href="Phaser.Physics.P2.html">P2</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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<a href="Phaser.RetroFont.html">RetroFont</a>
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<a href="Phaser.Rope.html">Rope</a>
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<a href="Phaser.RoundedRectangle.html">RoundedRectangle</a>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.Signal.html">Signal</a>
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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<a href="Phaser.Sound.html">Sound</a>
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.Sprite.html">Sprite</a>
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<a href="Phaser.Tileset.html">Tileset</a>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Timer.html">Timer</a>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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<a href="Phaser.Touch.html">Touch</a>
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.TweenData.html">TweenData</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<a href="Phaser.Video.html">Video</a>
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<a href="Phaser.Weapon.html">Weapon</a>
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<a href="Phaser.World.html">World</a>
</li>
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
</li>
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
</li>
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
</li>
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<a href="PIXI.CanvasPool.html">CanvasPool</a>
</li>
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
</li>
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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<a href="PIXI.EarCut.html">EarCut</a>
</li>
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<a href="PIXI.Event.html">Event</a>
</li>
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<a href="PIXI.EventTarget.html">EventTarget</a>
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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<a href="PIXI.Graphics.html">Graphics</a>
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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<a href="PIXI.PIXI.html">PIXI</a>
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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<a href="PIXI.PixiShader.html">PixiShader</a>
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<a href="PIXI.PolyK.html">PolyK</a>
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
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<a href="PIXI.Rope.html">Rope</a>
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<li class="class-depth-1">
<a href="PIXI.Sprite.html">Sprite</a>
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<li class="class-depth-1">
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
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<a href="PIXI.Strip.html">Strip</a>
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<a href="PIXI.StripShader.html">StripShader</a>
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
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<a href="global.html#TOP_RIGHT">TOP_RIGHT</a>
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<a href="global.html#UP">UP</a>
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<a href="global.html#VERSION">VERSION</a>
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<a href="global.html#VERTICAL">VERTICAL</a>
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<a href="global.html#VIDEO">VIDEO</a>
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<a href="global.html#WEBGL">WEBGL</a>
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<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
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<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
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</ul>
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<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
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</div>
<div class="row-fluid">
<div class="span8">
<div id="main">
<!--<h1 class="page-title">Class: SoundManager</h1>-->
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a>.</span>
SoundManager
</h2>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name "
id="SoundManager"><span class="type-signature"></span>new SoundManager<span class="signature">(game)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>The Sound Manager is responsible for playing back audio via either the Legacy HTML Audio tag or via Web Audio if the browser supports it.
Note: On Firefox 25+ on Linux if you have media.gstreamer disabled in about:config then it cannot play back mp3 or m4a files.
The audio file type and the encoding of those files are extremely important. Not all browsers can play all audio formats.
There is a good guide to what's supported here: http://hpr.dogphilosophy.net/test/</p>
<p>If you are reloading a Phaser Game on a page that never properly refreshes (such as in an AngularJS project) then you will quickly run out
of AudioContext nodes. If this is the case create a global var called PhaserGlobal on the window object before creating the game. The active
AudioContext will then be saved to window.PhaserGlobal.audioContext when the Phaser game is destroyed, and re-used when it starts again.</p>
<p>Mobile warning: There are some mobile devices (certain iPad 2 and iPad Mini revisions) that cannot play 48000 Hz audio.
When they try to play the audio becomes extremely distorted and buzzes, eventually crashing the sound system.
The solution is to use a lower encoding rate such as 44100 Hz. Sometimes the audio context will
be created with a sampleRate of 48000. If this happens and audio distorts you should re-create the context.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>game</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span>
</td>
<td class="description last"><p>Reference to the current game instance.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_sound_SoundManager.js.html">sound/SoundManager.js</a>, <a href="src_sound_SoundManager.js.html#sunlight-1-line-26">line 26</a>
</dt>
</dl>
</dd>
</div>
<h3 class="subsection-title">Members</h3>
<dl>
<dt>
<h4 class="name "
id="channels"><span class="type-signature"></span>channels<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The number of audio channels to use in playback.</p>
</div>
<dl class="details">
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>32</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_sound_SoundManager.js.html">sound/SoundManager.js</a>, <a href="src_sound_SoundManager.js.html#sunlight-1-line-96">line 96</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="connectToMaster"><span class="type-signature"></span>connectToMaster<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the SoundManager master gain node.</p>
</div>
<dl class="details">
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_sound_SoundManager.js.html">sound/SoundManager.js</a>, <a href="src_sound_SoundManager.js.html#sunlight-1-line-84">line 84</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="context"><span class="type-signature"></span>context<span class="type-signature"> :AudioContext</span></h4>
</dt>
<dd>
<div class="description">
<p>The AudioContext being used for playback.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_sound_SoundManager.js.html">sound/SoundManager.js</a>, <a href="src_sound_SoundManager.js.html#sunlight-1-line-60">line 60</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="game"><span class="type-signature"></span>game<span class="type-signature"> :<a href="Phaser.Game.html">Phaser.Game</a></span></h4>
</dt>
<dd>
<div class="description">
<p>Local reference to game.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_sound_SoundManager.js.html">sound/SoundManager.js</a>, <a href="src_sound_SoundManager.js.html#sunlight-1-line-31">line 31</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="mute"><span class="type-signature"></span>mute<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Gets or sets the muted state of the SoundManager. This effects all sounds in the game.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_sound_SoundManager.js.html">sound/SoundManager.js</a>, <a href="src_sound_SoundManager.js.html#sunlight-1-line-765">line 765</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="muteOnPause"><span class="type-signature"></span>muteOnPause<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Set to true to have all sound muted when the Phaser game pauses (such as on loss of focus),
or set to false to keep audio playing, regardless of the game pause state. You may need to
do this should you wish to control audio muting via external DOM buttons or similar.</p>
</div>
<dl class="details">
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_sound_SoundManager.js.html">sound/SoundManager.js</a>, <a href="src_sound_SoundManager.js.html#sunlight-1-line-105">line 105</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="noAudio"><span class="type-signature"></span>noAudio<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>True if audio been disabled via the PhaserGlobal (useful if you need to use a 3rd party audio library) or the device doesn't support any audio.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_sound_SoundManager.js.html">sound/SoundManager.js</a>, <a href="src_sound_SoundManager.js.html#sunlight-1-line-78">line 78</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onMute"><span class="type-signature"></span>onMute<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>This signal is dispatched when the SoundManager is globally muted, either directly via game code or as a result of the game pausing.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_sound_SoundManager.js.html">sound/SoundManager.js</a>, <a href="src_sound_SoundManager.js.html#sunlight-1-line-48">line 48</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onSoundDecode"><span class="type-signature"></span>onSoundDecode<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The event dispatched when a sound decodes (typically only for mp3 files)</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_sound_SoundManager.js.html">sound/SoundManager.js</a>, <a href="src_sound_SoundManager.js.html#sunlight-1-line-36">line 36</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onUnMute"><span class="type-signature"></span>onUnMute<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>This signal is dispatched when the SoundManager is globally un-muted, either directly via game code or as a result of the game resuming from a pause.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_sound_SoundManager.js.html">sound/SoundManager.js</a>, <a href="src_sound_SoundManager.js.html#sunlight-1-line-54">line 54</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="onVolumeChange"><span class="type-signature"></span>onVolumeChange<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
</dt>
<dd>
<div class="description">
<p>This signal is dispatched whenever the global volume changes. The new volume is passed as the only parameter to your callback.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_sound_SoundManager.js.html">sound/SoundManager.js</a>, <a href="src_sound_SoundManager.js.html#sunlight-1-line-42">line 42</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="touchLocked"><span class="type-signature"></span>touchLocked<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>true if the audio system is currently locked awaiting a touch event.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_sound_SoundManager.js.html">sound/SoundManager.js</a>, <a href="src_sound_SoundManager.js.html#sunlight-1-line-90">line 90</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="usingAudioTag"><span class="type-signature"><readonly> </span>usingAudioTag<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>True the SoundManager and device are both using the Audio tag instead of Web Audio.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_sound_SoundManager.js.html">sound/SoundManager.js</a>, <a href="src_sound_SoundManager.js.html#sunlight-1-line-72">line 72</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="usingWebAudio"><span class="type-signature"><readonly> </span>usingWebAudio<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>True the SoundManager and device are both using Web Audio.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_sound_SoundManager.js.html">sound/SoundManager.js</a>, <a href="src_sound_SoundManager.js.html#sunlight-1-line-66">line 66</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="volume"><span class="type-signature"></span>volume<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">