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audio-and-sound

phaserjs · Разработка

Use this skill when adding audio or sound to a Phaser 4 game. Covers loading audio, playing sounds, music, volume, spatial audio, Web Audio API, and SoundManager. Triggers on: sound, audio, music, volume, mute.

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Audio and Sound

Phaser provides a unified Sound system via this.sound (a SoundManager) that abstracts over Web Audio API and HTML5 Audio. It handles loading, playback, volume, panning, looping, markers, audio sprites, spatial audio, and browser autoplay-policy unlocking.

Key source paths: src/sound/BaseSoundManager.js, src/sound/BaseSound.js, src/sound/webaudio/, src/sound/html5/, src/sound/SoundManagerCreator.js, src/sound/events/, src/sound/typedefs/ Related skills: ../loading-assets/SKILL.md, ../game-setup-and-config/SKILL.md

Quick Start

class GameScene extends Phaser.Scene {
    preload() {
        this.load.audio('bgm', 'assets/music.mp3');
        this.load.audio('coin', ['assets/coin.ogg', 'assets/coin.mp3']);
    }

    create() {
        // Fire-and-forget (auto-destroys when complete)
        this.sound.play('coin');

        // Retained reference for ongoing control
        this.music = this.sound.add('bgm', { loop: true, volume: 0.5 });
        this.music.play();
    }
}

Assets loaded via this.load.audio() in preload() are ready by the time create() runs. Provide an array of URLs for cross-browser format fallback.

Core Concepts

WebAudio vs HTML5 Audio

Phaser auto-selects the best backend via SoundManagerCreator.create():

  1. If config.audio.noAudio is true, or the device supports neither Web Audio nor HTML5 Audio, a NoAudioSoundManager is created (all calls are no-ops).
  2. If the device supports Web Audio and config.audio.disableWebAudio is not true, a WebAudioSoundManager is created (preferred).
  3. Otherwise, an HTML5AudioSoundManager is created as fallback.

WebAudio advantages: precise timing, gapless looping, stereo panning (StereoPannerNode), spatial audio (PannerNode), per-sound gain nodes, decodeAudio() for runtime decoding.

HTML5 Audio limitations: no spatial audio, no real stereo panning (pan fires events but no audible effect), less precise looping, requires instances count at load time for simultaneous playback.

Force HTML5 or disable audio via game config: audio: { disableWebAudio: true } or audio: { noAudio: true }. Pass audio: { context: existingAudioContext } to reuse a WebAudio context in SPAs.

The SoundManager (this.sound)

Accessed via this.sound in any Scene. It is a single shared instance across the entire game. Key responsibilities:

Целият SKILL.md в GitHub