## Phaser. SoundManager

#### new SoundManager(game)

  The Sound Manager is responsible for playing back audio via either the Legacy HTML Audio tag or via Web Audio if the browser supports it.
  Note: On Firefox 25+ on Linux if you have media.gstreamer disabled in about:config then it cannot play back mp3 or m4a files.
  The audio file type and the encoding of those files are extremely important. Not all browsers can play all audio formats.
  There is a good guide to what's supported here: http://hpr.dogphilosophy.net/test/

  If you are reloading a Phaser Game on a page that never properly refreshes (such as in an AngularJS project) then you will quickly run out
  of AudioContext nodes. If this is the case create a global var called PhaserGlobal on the window object before creating the game. The active
  AudioContext will then be saved to window.PhaserGlobal.audioContext when the Phaser game is destroyed, and re-used when it starts again.

  Mobile warning: There are some mobile devices (certain iPad 2 and iPad Mini revisions) that cannot play 48000 Hz audio.
  When they try to play the audio becomes extremely distorted and buzzes, eventually crashing the sound system.
  The solution is to use a lower encoding rate such as 44100 Hz. Sometimes the audio context will
  be created with a sampleRate of 48000. If this happens and audio distorts you should re-create the context.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `game` | Phaser.Game | Reference to the current game instance.

  Source - sound/SoundManager.js, line 26

### Members

#### channels :number

  The number of audio channels to use in playback.

  Default Value:
    - 32
  Source - sound/SoundManager.js, line 96

#### connectToMaster :boolean

  Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the SoundManager master gain node.

  Default Value:
    - true
  Source - sound/SoundManager.js, line 84

#### context :AudioContext

  The AudioContext being used for playback.

  Source - sound/SoundManager.js, line 60

#### game :Phaser.Game

  Local reference to game.

  Source - sound/SoundManager.js, line 31

#### mute :boolean

  Gets or sets the muted state of the SoundManager. This effects all sounds in the game.

  Source - sound/SoundManager.js, line 765

#### muteOnPause :boolean

  Set to true to have all sound muted when the Phaser game pauses (such as on loss of focus),
  or set to false to keep audio playing, regardless of the game pause state. You may need to
  do this should you wish to control audio muting via external DOM buttons or similar.

  Default Value:
    - true
  Source - sound/SoundManager.js, line 105

#### noAudio :boolean

  True if audio been disabled via the PhaserGlobal (useful if you need to use a 3rd party audio library) or the device doesn't support any audio.

  Source - sound/SoundManager.js, line 78

#### onMute :Phaser.Signal

  This signal is dispatched when the SoundManager is globally muted, either directly via game code or as a result of the game pausing.

  Source - sound/SoundManager.js, line 48

#### onSoundDecode :Phaser.Signal

  The event dispatched when a sound decodes (typically only for mp3 files)

  Source - sound/SoundManager.js, line 36

#### onUnMute :Phaser.Signal

  This signal is dispatched when the SoundManager is globally un-muted, either directly via game code or as a result of the game resuming from a pause.

  Source - sound/SoundManager.js, line 54

#### onVolumeChange :Phaser.Signal

  This signal is dispatched whenever the global volume changes. The new volume is passed as the only parameter to your callback.

  Source - sound/SoundManager.js, line 42

#### touchLocked :boolean

  true if the audio system is currently locked awaiting a touch event.

  Source - sound/SoundManager.js, line 90

#### <readonly> usingAudioTag :boolean

  True the SoundManager and device are both using the Audio tag instead of Web Audio.

  Source - sound/SoundManager.js, line 72

#### <readonly> usingWebAudio :boolean

  True the SoundManager and device are both using Web Audio.

  Source - sound/SoundManager.js, line 66

#### volume :number

  Gets or sets the global volume of the SoundManager, a value between 0 and 1. The value given is clamped to the range 0 to 1.

  Source - sound/SoundManager.js, line 805

### Methods

#### add(key, volume, loop, connect) → {Phaser.Sound}

  Adds a new Sound into the SoundManager.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `key` | string |  |  | Asset key for the sound.
  `volume` | number | <optional> | 1 | Default value for the volume.
  `loop` | boolean | <optional> | false | Whether or not the sound will loop.
  `connect` | boolean | <optional> | true | Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.

  ##### Returns:

  Phaser.Sound -

  The new sound instance.

  Source - sound/SoundManager.js, line 540

#### addSprite(key) → {Phaser.AudioSprite}

  Adds a new AudioSprite into the SoundManager.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `key` | string | Asset key for the sound.

  ##### Returns:

  Phaser.AudioSprite -

  The new AudioSprite instance.

  Source - sound/SoundManager.js, line 564

#### <internal> boot()

  Initialises the sound manager.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - sound/SoundManager.js, line 169

#### decode(key, sound)

  Decode a sound by its asset key.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `key` | string |  | Assets key of the sound to be decoded.
  `sound` | Phaser.Sound | <optional> | Its buffer will be set to decoded data.

  Source - sound/SoundManager.js, line 406

#### destroy()

  Stops all the sounds in the game, then destroys them and finally clears up any callbacks.

  Source - sound/SoundManager.js, line 722

#### pauseAll()

  Pauses all the sounds in the game.

  Source - sound/SoundManager.js, line 362

#### play(key, volume, loop) → {Phaser.Sound}

  Adds a new Sound into the SoundManager and starts it playing.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `key` | string |  |  | Asset key for the sound.
  `volume` | number | <optional> | 1 | Default value for the volume.
  `loop` | boolean | <optional> | false | Whether or not the sound will loop.

  ##### Returns:

  Phaser.Sound -

  The new sound instance.

  Source - sound/SoundManager.js, line 631

#### remove(sound) → {boolean}

  Removes a Sound from the SoundManager. The removed Sound is destroyed before removal.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `sound` | Phaser.Sound | The sound object to remove.

  ##### Returns:

  boolean -

  True if the sound was removed successfully, otherwise false.

  Source - sound/SoundManager.js, line 579

#### removeByKey(key) → {number}

  Removes all Sounds from the SoundManager that have an asset key matching the given value.
  The removed Sounds are destroyed before removal.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `key` | string | The key to match when removing sound objects.

  ##### Returns:

  number -

  The number of matching sound objects that were removed.

  Source - sound/SoundManager.js, line 604

#### resumeAll()

  Resumes every sound in the game.

  Source - sound/SoundManager.js, line 384

#### setDecodedCallback(files, callback, callbackContext)

  This method allows you to give the SoundManager a list of Sound files, or keys, and a callback.
  Once all of the Sound files have finished decoding the callback will be invoked.
  The amount of time spent decoding depends on the codec used and file size.
  If all of the files given have already decoded the callback is triggered immediately.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `files` | string | array | An array containing either Phaser.Sound objects or their key strings as found in the Phaser.Cache.
  `callback` | function | The callback which will be invoked once all files have finished decoding.
  `callbackContext` | Object | The context in which the callback will run.

  Source - sound/SoundManager.js, line 443

#### setTouchLock()

  Sets the Input Manager touch callback to be SoundManager.unlock.
  Required for iOS audio device unlocking. Mostly just used internally.

  Source - sound/SoundManager.js, line 270

#### stopAll()

  Stops all the sounds in the game.

  Source - sound/SoundManager.js, line 340

#### unlock() → {boolean}

  Enables the audio, usually after the first touch.

  ##### Returns:

  boolean -

  True if the callback should be removed, otherwise false.

  Source - sound/SoundManager.js, line 296

#### <internal> update()

  Updates every sound in the game, checks for audio unlock on mobile and monitors the decoding watch list.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - sound/SoundManager.js, line 493