Skill

SkillsContent & Creative › Video & audio

audio-and-sound

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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audiosound

The full skill

— name: audio-and-sound description: "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." — # 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 “`js 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: – Adding, playing, and removing sound instances – Global volume, mute, rate, and detune – Automatic pause/resume when the browser tab loses/gains focus (`pauseOnBlur`, default `true`) – Audio unlock handling for mobile browsers – Spatial audio listener position (WebAudio only) ### Sound Instances Created via `this.sound.add(key, config)`. Each instance has its own playback state, volume, rate, detune, loop, pan, and seek properties. A sound must exist in the audio cache (loaded via the Loader) before it can be added. State flags: `isPlaying` (boolean), `isPaused` (boolean). “`js const sfx = this.sound.add('explosion', { volume: 0.8 }); sfx.play(); // returns boolean sfx.pause(); // only works if isPlaying sfx.resume(); // only works if isPaused sfx.stop(); // resets to stopped state sfx.destroy(); // marks for removal from manager “` ## Common Patterns ### Playing Sounds **Fire-and-forget** — `this.sound.play(key, config?)` adds, plays, and auto-destroys the sound on completion: “`js this.sound.play('explosion'); this.sound.play('powerup', { volume: 0.5, rate: 1.2 }); “` **Retained reference** — `this.sound.add(key, config?)` then call `play()` on the instance: “`js const laser = this.sound.add('laser'); laser.play(); // Later: laser.stop(), laser.volume = 0.3, etc. “` ### Volume, Rate, and Detune Each property can be set per-sound or globally on the manager. Global and per-sound values combine (for rate/detune, they multiply via `calculateRate()`). “`js // Per-sound sound.volume = 0.5; // 0 to 1 sound.setVolume(0.5); // chainable alternative sound.rate = 1.5; // 0.5 = half speed, 2.0 = double speed sound.setRate(1.5); sound.detune = 200; // cents, -1200 to 1200 sound.setDetune(200); // Global (affects all sounds) this.sound.volume = 0.8; this.sound.setVolume(0.8); this.sound.rate = 1.0; this.sound.setRate(1.0); this.sound.detune = 0; this.sound.setDetune(0); “` The effective playback rate is: `sound.rate * manager.rate * detuneRate` where `detuneRate = Math.pow(1.0005777895065548, sound.detune + manager.detune)`. ### Looping “`js // Via config at creation const bgm = this.sound.add('music', { loop: true }); bgm.play(); // Toggle during playback bgm.loop = false; bgm.setLoop(false); // chainable “` The `LOOPED` event fires each time the sound loops back to the start. The `LOOP` event fires when the loop property changes. ### Seeking “`js sound.seek = 5.0; // jump to 5 seconds in sound.setSeek(5.0); // chainable console.log(sound.seek); // current playback position in seconds “` Setting seek on a stopped sound has no effect. ### Stereo Panning “`js sound.pan = -1; // full left sound.pan = 0; // center sound.pan = 1; // full right sound.setPan(0.5); // chainable “` Uses `StereoPannerNode`, if it exists, on WebAudio. On HTML5 Audio, the pan property fires events but has no audible effect. ### Audio Sprites and Markers Audio sprites combine multiple sounds into a single audio file with a JSON config (generated by the `audiosprite` tool). The JSON must be loaded separately. “`js // In preload this.load.audioSprite('sfx', 'assets/sfx.json', ['assets/sfx.ogg', 'assets/sfx.mp3']); // In create this.sound.playAudioSprite('sfx', 'explosion'); this.sound.playAudioSprite('sfx', 'coin', { volume: 0.5 }); // Or add for retained control const sprite = this.sound.addAudioSprite('sfx'); sprite.play('explosion'); “` The JSON `spritemap` entries are automatically converted to markers with `name`, `start`, `duration`, and optional `loop`. **Manual markers** — you can also add markers to any sound: “`js const sound = this.sound.add('longtrack'); sound.addMarker({ name: 'intro', start: 0, duration: 5 }); sound.addMarker({ name: 'loop', start: 5, duration: 20, config: { loop: true } }); sound.addMarker({ name: 'outro', start: 25, duration: 3 }); sound.play('intro'); // Later sound.play('loop'); “` Marker API on BaseSound: `addMarker(marker)`, `updateMarker(marker)`, `removeMarker(markerName)`. ### Background Music Pattern “`js this.bgm = this.sound.add('theme', { loop: true, volume: 0.4 }); this.bgm.play(); // Stop on scene shutdown: this.bgm.stop(); “` The manager's `pauseOnBlur` (default `true`) automatically pauses all sounds when the tab loses focus. ### Spatial Audio (WebAudio Only) Spatial audio uses the Web Audio `PannerNode` to position sounds in 2D/3D space relative to a listener. “`js // Set the listener position (typically your camera or player) this.sound.setListenerPosition(400, 300); // Or update directly: this.sound.listenerPosition.set(x, y); // Create a spatialized sound with a source config const enemy = this.sound.add('roar', { source: { x: 800, y: 300, refDistance: 50, maxDistance: 2000, rolloffFactor: 1, distanceModel: 'inverse', panningModel: 'equalpower', follow: enemySprite // auto-track a Game Object's x/y } }); enemy.play(); “` You can set `sound.x` and `sound.y` directly on a WebAudioSound to reposition it at any time. If `follow` is set to an object with `x`/`y` properties, the spatial position updates automatically each frame. `setListenerPosition()` defaults to the center of the game canvas if called with no arguments. ### Muting “`js // Per-sound sound.mute = true; sound.setMute(true); // Global this.sound.mute = true; this.sound.setMute(true); “` ### Querying Sounds “`js this.sound.get('coin'); // first sound with key, or null this.sound.getAll('coin'); // all sounds with key this.sound.getAll(); // every sound in the manager this.sound.getAllPlaying(); // all currently playing sounds this.sound.isPlaying('coin'); // true if any 'coin' sound is playing this.sound.isPlaying(); // true if any sound is playing “` ### Removing and Stopping “`js this.sound.stopAll(); // stop all sounds, fires STOP_ALL this.sound.stopByKey('coin'); // stop all sounds with key, returns count this.sound.pauseAll(); // pause all, fires PAUSE_ALL this.sound.resumeAll(); // resume all, fires RESUME_ALL this.sound.remove(soundInstance); // destroy + remove specific sound this.sound.removeByKey('coin'); // destroy + remove all with key, returns count this.sound.removeAll(); // destroy + remove everything “` ### Decoding Audio at Runtime (WebAudio Only) “`js this.sound.decodeAudio('key', base64StringOrArrayBuffer); // Or batch: this.sound.decodeAudio([{ key: 'sfx1', data: buf1 }, { key: 'sfx2', data: buf2 }]); this.sound.on('decoded', (key) => { /* one done */ }); this.sound.on('decodedall', () => { /* all done */ }); “` ## Configuration Reference ### SoundConfig | Property | Type | Default | Description | |———-|——|———|————-| | `mute` | boolean | `false` | Whether the sound is muted | | `volume` | number | `1` | Volume, 0 (silence) to 1 (full) | | `rate` | number | `1` | Playback speed (0.5 = half, 2.0 = double) | | `detune` | number | `0` | Detuning in cents (-1200 to 1200) | | `seek` | number | `0` | Start playback position in seconds | | `loop` | boolean | `false` | Whether the sound should loop | | `delay` | number | `0` | Delay before playback starts, in seconds | | `pan` | number | `0` | Stereo pan, -1 (left) to 1 (right) | | `source` | SpatialSoundConfig | `null` | Spatial audio configuration (WebAudio only) | ### SpatialSoundConfig Position: `x` (0), `y` (0), `z` (0) — source position in world space. Orientation: `orientationX` (0), `orientationY` (0), `orientationZ` (-1) — source direction vector. Models: `panningModel` (`'equalpower'` or `'HRTF'`), `distanceModel` (`'linear'`, `'inverse'`, `'exponential'`). Distance: `refDistance` (1), `maxDistance` (10000), `rolloffFactor` (1). Cone: `coneInnerAngle` (360), `coneOuterAngle` (0), `coneOuterGain` (0). Tracking: `follow` (null) — a Vector2Like object whose x/y is auto-tracked each frame. ### SoundMarker | Property | Type | Default | Description | |———-|——|———|————-| | `name` | string | (required) | Unique identifier for the marker | | `start` | number | `0` | Start position in seconds | | `duration` | number | (remaining) | Playback duration in seconds | | `config` | SoundConfig | `{}` | Default settings for this marker | ## Events ### Sound Instance Events (emitted on a Sound object) | Event Constant | String Value | Callback Args | When | |—————|————-|—————|——| | `Events.PLAY` | `'play'` | `(sound)` | Sound starts playing | | `Events.PAUSE` | `'pause'` | `(sound)` | Sound is paused | | `Events.RESUME` | `'resume'` | `(sound)` | Sound resumes from pause | | `Events.STOP` | `'stop'` | `(sound)` | Sound is stopped | | `Events.COMPLETE` | `'complete'` | `(sound)` | Sound finishes (non-looping) | | `Events.LOOPED` | `'looped'` | `(sound)` | Sound loops back to start | | `Events.LOOP` | `'loop'` | `(sound, value)` | Loop property changes | | `Events.MUTE` | `'mute'` | `(sound, value)` | Mute state changes | | `Events.VOLUME` | `'volume'` | `(sound, value)` | Volume changes | | `Events.RATE` | `'rate'` | `(sound, value)` | Rate changes | | `Events.DETUNE` | `'detune'` | `(sound, value)` | Detune changes | | `Events.SEEK` | `'seek'` | `(sound, value)` | Seek position changes | | `Events.PAN` | `'pan'` | `(sound, value)` | Pan value changes | | `Events.DESTROY` | `'destroy'` | `(sound)` | Sound is destroyed | ### SoundManager Events (emitted on `this.sound`) | Event Constant | String Value | Callback Args | When | |—————|————-|—————|——| | `Events.PAUSE_ALL` | `'pauseall'` | `(manager)` | `pauseAll()` called | | `Events.RESUME_ALL` | `'resumeall'` | `(manager)` | `resumeAll()` called | | `Events.STOP_ALL` | `'stopall'` | `(manager)` | `stopAll()` called | | `Events.GLOBAL_MUTE` | `'globalmute'` | `(manager, value)` | Global mute changes | | `Events.GLOBAL_VOLUME` | `'globalvolume'` | `(manager, value)` | Global volume changes | | `Events.GLOBAL_RATE` | `'globalrate'` | `(manager, value)` | Global rate changes | | `Events.GLOBAL_DETUNE` | `'globaldetune'` | `(manager, value)` | Global detune changes | | `Events.UNLOCKED` | `'unlocked'` | `(manager)` | Audio system unlocked after user interaction | | `Events.DECODED` | `'decoded'` | `(key)` | Single audio key decoded (WebAudio) | | `Events.DECODED_ALL` | `'decodedall'` | `()` | All queued audio decoded (WebAudio) | “`js // Example: listen for completion const sfx = this.sound.add('bang'); sfx.on('complete', (sound) => { console.log(sound.key, 'finished'); }); sfx.play(); “` ## API Quick Reference ### BaseSoundManager (`this.sound`) Methods: `add(key, config?)`, `addAudioSprite(key, config?)`, `play(key, extra?)`, `playAudioSprite(key, spriteName, config?)`, `get(key)`, `getAll(key?)`, `getAllPlaying()`, `isPlaying(key?)`, `remove(sound)`, `removeByKey(key)`, `removeAll()`, `stopAll()`, `stopByKey(key)`, `pauseAll()`, `resumeAll()`, `setListenerPosition(x?, y?)`, `setMute(value)`, `setVolume(value)`, `setRate(value)`, `setDetune(value)`. Properties: `volume` (0-1), `mute` (boolean), `rate` (number), `detune` (-1200 to 1200), `pauseOnBlur` (boolean, default true), `locked` (boolean, read-only), `listenerPosition` (Vector2), `sounds` (array, private). ### BaseSound (sound instance) Methods: `play(markerName?, config?)`, `pause()`, `resume()`, `stop()`, `destroy()`, `addMarker(marker)`, `updateMarker(marker)`, `removeMarker(name)`, `setMute(value)`, `setVolume(value)`, `setRate(value)`, `setDetune(value)`, `setSeek(value)`, `setLoop(value)`, `setPan(value)`. Properties: `volume` (0-1), `mute` (boolean), `rate` (number), `detune` (number), `seek` (seconds), `loop` (boolean), `pan` (-1 to 1), `isPlaying` (read-only), `isPaused` (read-only), `duration` (seconds), `totalDuration` (seconds), `key` (string), `x` / `y` (spatial position, WebAudio only). All `set*` methods return `this` for chaining. ## Gotchas ### Browser Autoplay Policy Browsers block audio until user interaction. Phaser handles this automatically: – **WebAudio**: `AudioContext` starts suspended. Phaser listens for touchstart/touchend/mousedown/mouseup/keydown on `document.body` to call `context.resume()`. The `locked` property is true until unlocked; `UNLOCKED` event fires once resolved. – **HTML5 Audio**: Locked audio tags queue all actions until the first touch replays them. You do **not** need to handle unlocking manually. To know when ready, listen for `UNLOCKED`: “`js if (this.sound.locked) { this.sound.once('unlocked', () => { this.sound.play('bgm'); }); } else { this.sound.play('bgm'); } “` ### Audio Format Support No single format works everywhere. Provide multiple formats: `this.load.audio('bgm', ['assets/bgm.ogg', 'assets/bgm.mp3'])`. MP3 has broadest support. OGG Vorbis lacks Safari support. AAC/M4A works well on Safari/iOS. WebM/Opus has excellent quality but limited older browser support. ### HTML5 Audio Simultaneous Playback HTML5 Audio uses a pool of `<audio>` tags. Specify `instances` when loading for simultaneous playback: `this.load.audio('shot', 'assets/shot.mp3', { instances: 4 })`. Default is 1. If all tags are in use and `manager.override` is true (default), the sound with the most progress is hijacked. WebAudio has no such limitation. ### iOS/Safari Specifics – `StereoPannerNode` not supported on iOS/Safari, so `pan` has no audible effect (events still fire). – iOS 17/18+ can interrupt audio on background. Phaser handles this via `context.suspend()`/`context.resume()` on the `VISIBLE` game event. – `setListenerPosition()` and spatial audio are WebAudio-only. ### WebAudio Context Reuse For SPAs that recreate the game without a full page reload, pass `audio: { context: existingAudioContext }` in the game config. You can also swap contexts at runtime via `this.sound.setAudioContext(newContext)` (WebAudio only). ### Sound Manager is Shared (Global) There is one SoundManager per game, not per scene. `this.sound` in every scene references the same manager. Sounds are not automatically cleaned up on scene shutdown — you must stop/remove them yourself if needed. Looping sounds will continue playing across scene changes unless explicitly stopped. ### Fire-and-Forget vs Persistent Sounds `this.sound.play(key)` creates a sound that auto-destroys on completion — you cannot control it after calling play. Use `this.sound.add(key)` when you need a persistent reference to pause, stop, adjust volume, or listen for events. ### Spatial Audio is WebAudio Only The `source` config for spatial audio is silently ignored when using HTML5 Audio. If your game must support HTML5 Audio fallback, do not rely on spatial positioning for gameplay-critical audio cues. ### Web Audio Analyser (WebAudio Only) Access the underlying `AudioContext` to create an `AnalyserNode` for frequency/waveform visualization: “`js const analyser = this.sound.context.createAnalyser(); analyser.fftSize = 256; this.sound.masterVolumeNode.connect(analyser); analyser.connect(this.sound.context.destination); const dataArray = new Uint8Array(analyser.frequencyBinCount); // In update loop analyser.getByteFrequencyData(dataArray); // Use dataArray values to drive visual effects “` This only works with the WebAudioSoundManager. Check `this.sound.context` exists before using. ## Source File Map | File | Purpose | |——|———| | `src/sound/SoundManagerCreator.js` | Factory: picks WebAudio, HTML5, or NoAudio manager | | `src/sound/BaseSoundManager.js` | Base manager: add, play, get, stop/pause/resume all, global volume/rate/detune | | `src/sound/BaseSound.js` | Base sound: play/pause/resume/stop, markers, config, calculateRate | | `src/sound/webaudio/WebAudioSoundManager.js` | WebAudio manager: AudioContext, gain nodes, unlock, spatial listener, decodeAudio | | `src/sound/webaudio/WebAudioSound.js` | WebAudio sound: buffer sources, spatial/panner nodes, seek, all properties | | `src/sound/html5/HTML5AudioSoundManager.js` | HTML5 manager: audio tag pooling, locked queue, override | | `src/sound/html5/HTML5AudioSound.js` | HTML5 sound: tag-based playback, limited feature set | | `src/sound/noaudio/NoAudioSoundManager.js` | No-op manager for environments without audio | | `src/sound/events/` | All sound event constants (PLAY, STOP, COMPLETE, etc.) | | `src/sound/typedefs/SoundConfig.js` | SoundConfig type definition | | `src/sound/typedefs/SoundMarker.js` | SoundMarker type definition | | `src/sound/typedefs/SpatialSoundConfig.js` | SpatialSoundConfig type definition | | `src/sound/typedefs/AudioSpriteSound.js` | AudioSpriteSound type definition |