- Source: src/sound/events/index.js (Line 7)
Events
-
COMPLETE
-
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:
Name Type Description sound
Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound A reference to the Sound that emitted the event.
- Since: 3.16.1
- Source: src/sound/events/COMPLETE_EVENT.js (Line 7)
Listeners of This Event:
- Phaser.Sound.BaseSoundManager#play
- Phaser.Sound.BaseSoundManager#playAudioSprite
- Phaser.Sound.HTML5AudioSoundManager#play
- Phaser.Sound.HTML5AudioSoundManager#playAudioSprite
- Phaser.Sound.NoAudioSoundManager#play
- Phaser.Sound.NoAudioSoundManager#playAudioSprite
- Phaser.Sound.WebAudioSoundManager#play
- Phaser.Sound.WebAudioSoundManager#playAudioSprite
-
DECODED
-
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:
Name Type Description key
string The key of the audio file that was decoded and added to the audio cache.
- Since: 3.18.0
- Source: src/sound/events/DECODED_EVENT.js (Line 7)
-
DECODED_ALL
-
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, andDECODED_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 ]);
- Since: 3.18.0
- Source: src/sound/events/DECODED_ALL_EVENT.js (Line 7)
-
DESTROY
-
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:
Name Type Description sound
Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound A reference to the Sound that emitted the event.
- Since: 3.0.0
- Source: src/sound/events/DESTROY_EVENT.js (Line 7)
-
DETUNE
-
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:
Name Type Description sound
Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound A reference to the Sound that emitted the event.
detune
number The new detune value of the Sound.
- Since: 3.0.0
- Source: src/sound/events/DETUNE_EVENT.js (Line 7)
-
GLOBAL_DETUNE
-
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:
Name Type Description soundManager
Phaser.Sound.BaseSoundManager A reference to the sound manager that emitted the event.
detune
number The updated detune value.
- Since: 3.0.0
- Source: src/sound/events/GLOBAL_DETUNE_EVENT.js (Line 7)
-
GLOBAL_MUTE
-
The Sound Manager Global Mute Event.
This event is dispatched by the Sound Manager when its
mute
property is changed, either directly or via thesetMute
method. This changes the mute state of all active sounds.Listen to it from a Scene using:
this.sound.on('mute', listener)
.Parameters:
Name Type Description soundManager
Phaser.Sound.WebAudioSoundManager | Phaser.Sound.HTML5AudioSoundManager A reference to the Sound Manager that emitted the event.
mute
boolean The mute value.
true
if the Sound Manager is now muted, otherwisefalse
.- Since: 3.0.0
- Source: src/sound/events/GLOBAL_MUTE_EVENT.js (Line 7)
-
GLOBAL_RATE
-
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:
Name Type Description soundManager
Phaser.Sound.BaseSoundManager A reference to the sound manager that emitted the event.
rate
number The updated rate value.
- Since: 3.0.0
- Source: src/sound/events/GLOBAL_RATE_EVENT.js (Line 7)
-
GLOBAL_VOLUME
-
The Sound Manager Global Volume Event.
This event is dispatched by the Sound Manager when its
volume
property is changed, either directly or via thesetVolume
method. This changes the volume of all active sounds.Listen to it from a Scene using:
this.sound.on('volume', listener)
.Parameters:
Name Type Description soundManager
Phaser.Sound.WebAudioSoundManager | Phaser.Sound.HTML5AudioSoundManager A reference to the sound manager that emitted the event.
volume
number The new global volume of the Sound Manager.
- Since: 3.0.0
- Source: src/sound/events/GLOBAL_VOLUME_EVENT.js (Line 7)
-
LOOP
-
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:
Name Type Description sound
Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound A reference to the Sound that emitted the event.
loop
boolean The new loop value.
true
if the Sound will loop, otherwisefalse
.- Since: 3.0.0
- Source: src/sound/events/LOOP_EVENT.js (Line 7)
-
LOOPED
-
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:
Name Type Description sound
Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound A reference to the Sound that emitted the event.
- Since: 3.0.0
- Source: src/sound/events/LOOPED_EVENT.js (Line 7)
-
MUTE
-
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:
Name Type Description sound
Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound A reference to the Sound that emitted the event.
mute
boolean The mute value.
true
if the Sound is now muted, otherwisefalse
.- Since: 3.0.0
- Source: src/sound/events/MUTE_EVENT.js (Line 7)
-
PAN
-
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:
Name Type Description sound
Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound A reference to the Sound that emitted the event.
pan
number The new pan of the Sound.
- Since: 3.50.0
- Source: src/sound/events/PAN_EVENT.js (Line 7)
-
PAUSE
-
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:
Name Type Description sound
Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound A reference to the Sound that emitted the event.
- Since: 3.0.0
- Source: src/sound/events/PAUSE_EVENT.js (Line 7)
-
PAUSE_ALL
-
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:
Name Type Description soundManager
Phaser.Sound.BaseSoundManager A reference to the sound manager that emitted the event.
- Since: 3.0.0
- Source: src/sound/events/PAUSE_ALL_EVENT.js (Line 7)
-
PLAY
-
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:
Name Type Description sound
Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound A reference to the Sound that emitted the event.
- Since: 3.0.0
- Source: src/sound/events/PLAY_EVENT.js (Line 7)
-
RATE
-
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:
Name Type Description sound
Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound A reference to the Sound that emitted the event.
rate
number The new rate of the Sound.
- Since: 3.0.0
- Source: src/sound/events/RATE_EVENT.js (Line 7)
-
RESUME
-
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:
Name Type Description sound
Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound A reference to the Sound that emitted the event.
- Since: 3.0.0
- Source: src/sound/events/RESUME_EVENT.js (Line 7)
-
RESUME_ALL
-
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:
Name Type Description soundManager
Phaser.Sound.BaseSoundManager A reference to the sound manager that emitted the event.
- Since: 3.0.0
- Source: src/sound/events/RESUME_ALL_EVENT.js (Line 7)
-
SEEK
-
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:
Name Type Description sound
Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound A reference to the Sound that emitted the event.
detune
number The new detune value of the Sound.
- Since: 3.0.0
- Source: src/sound/events/SEEK_EVENT.js (Line 7)
-
STOP
-
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:
Name Type Description sound
Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound A reference to the Sound that emitted the event.
- Since: 3.0.0
- Source: src/sound/events/STOP_EVENT.js (Line 7)
-
STOP_ALL
-
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:
Name Type Description soundManager
Phaser.Sound.BaseSoundManager A reference to the sound manager that emitted the event.
- Since: 3.0.0
- Source: src/sound/events/STOP_ALL_EVENT.js (Line 7)
-
UNLOCKED
-
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:
Name Type Description soundManager
Phaser.Sound.BaseSoundManager A reference to the sound manager that emitted the event.
- Since: 3.0.0
- Source: src/sound/events/UNLOCKED_EVENT.js (Line 7)
-
VOLUME
-
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:
Name Type Description sound
Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound A reference to the Sound that emitted the event.
volume
number The new volume of the Sound.
- Since: 3.0.0
- Source: src/sound/events/VOLUME_EVENT.js (Line 7)