Methods
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add_sound(tag, volume, looping)
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Returns a new sound object.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description tag
String the tag of the sound to add
volume
Number volume to play the sound at
looping
Boolean whether or not to loop the sound when it's played
Code Equivalent:
game.add.audio(tag, volume, looping)
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get_sound_boolean_member(object, element)
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Returns the chosen boolean field value of the sound.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object to get values from
element
the element to get values of
Code Equivalent:
undefined
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get_sound_numeric_member(object, element)
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Returns the chosen numeric field value of the sound.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object to get values from
element
the element to get values of
Code Equivalent:
undefined
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get_sound_string_member(object, element)
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Returns the chosen string field value of the sound.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description object
object to get values from
element
the element to get values of
Code Equivalent:
undefined
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load_sound(tag, source)
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Creates a sound with the given tag by loading it into the audio queue.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description tag
String tag to name the sound
source
String file path of the sound
Code Equivalent:
game.load.audio(tag, source);
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set_sound_boolean_member(element, object, value)
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Assigns the chosen boolean field for the sound.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description element
the field to set
object
sound to assign values for
value
value to set the field to
Code Equivalent:
undefined
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set_sound_numeric_member(element, object, value)
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Assigns the chosen numeric field for the sound.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description element
the field to set
object
sound to assign values for
value
value to set the field to
Code Equivalent:
undefined
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sound_fade_in(sound_object, duration, loop)
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Starts playing the sound at a volume of 0, and reaches the maximum volume for the sound over the given time, with the option to loop.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description sound_object
sound to play
duration
Number the time it takes for the sound to reach maximum volume
loop
Boolean whether or not the sound should loop
Code Equivalent:
sound_object.fadeIn(duration, loop);
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sound_fade_out(sound_object, duration)
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Makes the sound go from it's current volume to a volume of 0 over the given time.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description sound_object
sound to stop
duration
Number the time it takes for the sound to reach 0
Code Equivalent:
sound_object.fadeOut(duration);
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sound_fade_to(sound_object, duration, volume)
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Makes the sound go from it's current volume to the given volume over the given time.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description sound_object
sound to change
duration
Number the time it takes for the sound to reach the new volume
volume
Number the volume to change the sound to
Code Equivalent:
sound_object.fadeTo(duration, volume);
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sound_loop_full(sound_object, volume)
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Loops the entire sound at the given volume.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description sound_object
sound to loop
volume
Number volume to play the sound at
Code Equivalent:
sound_object.loopFull(volume);
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sound_pause(sound_object)
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Parameters:
Name Type Description sound_object
sound to pause
Code Equivalent:
sound_object.pause();
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sound_play(sound_object, position, volume, loop, restart)
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Play the sound with the given properties.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description sound_object
sound to play
position
Number position to play the sound from
volume
Number volume to play the sound at
loop
Boolean whether or not the sound should loop
restart
Boolean option to force the sound to restart from the beginning
Code Equivalent:
sound_object.play('', position, volume, loop, restart);
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sound_restart(sound_object, position, volume, loop)
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Restarts the sound with the given properties.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description sound_object
sound to restart
position
Number the starting position to play the sound from
volume
Number the volume to play the sound at
loop
Boolean whether or not the sound should loop
Code Equivalent:
sound_object.play('', position, volume, loop);
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sound_resume(sound_object)
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Resume the sound.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description sound_object
sound to resume
Code Equivalent:
sound_object.resume();
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sound_stop(sound_object)
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Stop the sound playing.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description sound_object
sound to stop
Code Equivalent:
sound_object.stop();
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stop_pause_resume_sounds(option)
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Stop, pause, or remove all sounds in the game.
Check out the third party documentation for a more in depth explanation.Parameters:
Name Type Description option
which option to do
Code Equivalent:
game.sound.optionAll();