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Phaser - Examples - Play Audio File

    https://phaser.io/examples/v3/view/audio/html5-audio/play-audio-file
    Phaser 3 :: src/audio/HTML5 Audio/play audio file.js. Please wait, loading Phaser build ... Phaser Version: Development Build 3.55.2 - Ichika 3.55.1 - Ichika 3.55.0 - Ichika 3.54.0 - Futaro 3.53.1 - …

Audio - Notes of Phaser 3 - GitHub Pages

    https://rexrainbow.github.io/phaser3-rex-notes/docs/site/audio/
    Default value is 0.8. fftSize : Window size. 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, and 32768. Defaults to 2048. minDecibels : Minimum decibel value for scaling the FFT analysis data. 0 dB is the loudest possible sound, -10 dB is a 10 th of that, etc. The default value is -100 dB.

audio - Phaser 3 API Documentation (beta)

    https://newdocs.phaser.io/docs/3.54.0/focus/Phaser.Loader.LoaderPlugin-audio
    this.load.audio({ key: 'title', url: [ 'music/Title.ogg', 'music/Title.mp3', 'music/Title.m4a' ] }); See the documentation for Phaser.Types.Loader.FileTypes.AudioFileConfig for more details. The URLs can be relative or absolute. If the URLs are relative the Loader.baseURL and Loader.path values will be prepended to them.

Best audio format to use: mp3, wav, or ogg? - Phaser 2 ...

    https://www.html5gamedevs.com/topic/7095-best-audio-format-to-use-mp3-wav-or-ogg/
    Use mp3 and ogg together to get the best coverage; the loader will accept both for the same sound, just pass both paths in an array rather than a single string. I'd probably avoid wav for web use in the same way you should avoid bmp files for images.

Add Music, Sounds, and Other Audio to a Phaser Game

    https://www.thepolyglotdeveloper.com/2020/09/add-music-sounds-other-audio-phaser-game/
    function preloadScene {this. load. spritesheet ("plane", "plane.png", {frameWidth: 512, frameHeight: 512}); this. load. image ("bitcoin", "bitcoin.png"); this. load. image ("obstacle", "obstacle.png"); this. load. audio ("ding", ["ding.mp3"]); this. load. audio ("explosion", ["explosion.mp3"]);}

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