Atlas / Skills / phaserjs / Audio And Sound

Audio And SoundSAFE

skills/phaserjs/audio-and-sound

Phaser is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering.

Verdict
SAFE
Grade
B
Trust score
89 /100
Version
—
Hosts
—
License
MIT
Stars
40,533
01

Overview

Phaser is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering.

Read from source at commit d14f4c86f869OBSERVED · 2026-10-22
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02

What it tells the agent

The instruction file, verbatim from the audited commit — this is the text the model reads, and the surface the audit's instruction layer examines. Quoted here so you can judge it without cloning anything.

---
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');
03

Trust audit

SAFEgrade B · trust 89/100 Nothing in the source contradicts what it says it does. Grade A is reserved for packages that have also passed the behavioural sandbox.

LayerWhat it checksResult
L0Provenance & inventoryPASS
L1Static analysis of the codePASS
L2Instruction surface (what it tells the agent)PASS
L3Class-specific surfacePASS
L4Behavioural (sandbox)SKIPPED

What the source does

Filesystem
none-observed
Network
none-observed
Shell
none-observed
Dependencies
pinned
Secrets in source
none-found

Findings (0)

No findings outside the package's declared scope.

Gates applied: no_behavioural_pass.

Audited 2026-10-22 · audit v0.4.1 · source sha d14f4c86f869full audit observations/trust-audit/skill/phaserjs__audio-and-sound.json · Report an issue / request a re-scan
04

Audit history

Every audit this skill has had.

DateSourceVerdictGradeScoreChange
2026-10-22d14f4c86f869SAFEB89first audit
05

Questions

What does the audio-and-sound — phaserjs/phaser skill do?

Phaser is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering.

Is audio-and-sound — phaserjs/phaser safe to install?

The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.

What can audio-and-sound — phaserjs/phaser access on my machine?

The audit observed no filesystem, network or shell use at all in its source.

What do I need installed to use audio-and-sound — phaserjs/phaser?

Its own instructions reference instances. Dependencies are pinned to exact versions.

How current is this page?

The grade is for one exact copy of the source (d14f4c86f869), read on 2026-10-22. The repository is watched, and a new audit runs when it changes — this is the first audit.

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