Namespace: Events

Phaser.Sound. Events

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:

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, 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 ]);
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 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:
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, otherwise false.

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 the setVolume 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, otherwise false.

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, otherwise false.

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)