audio-and-sound

Integrate and manage audio in Phaser 4 games via this.sound.

Updated Apr 22, 2026
One-click install
npx skills add https://github.com/arnaudruffin/dvx-phaser-game --skill audio-and-sound-arnaudruffin
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: audio-and-sound
Source: https://github.com/arnaudruffin/dvx-phaser-game/tree/main/.agents/skills/audio-and-sound
Command: npx skills add https://github.com/arnaudruffin/dvx-phaser-game --skill audio-and-sound-arnaudruffin

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Phaser 4 game audio integration and management for loading, playing, and controlling sounds, music, and spatial audio via a unified SoundManager.

Core Features & Use Cases

  • Load and play audio assets with optional Web Audio or HTML5 fallbacks.
  • Control global and per-sound properties like volume, rate, detune, and pan.
  • Spatial audio support, markers, audio sprites, and event-driven feedback (play, pause, stop, loop, complete).
  • Use case: add background music and reactive sound effects to a game, with consistent playback across scenes.

Quick Start

Load and play an audio asset using this.sound and a short scene lifecycle, and adjust volume as needed.

Frequently Asked Questions about audio-and-sound

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I load and play audio in Phaser 4?

To load and play audio in Phaser 4, use the unified SoundManager via this.sound to handle asset loading and playback across game scenes with optional Web Audio or HTML5 fallbacks.

Does Phaser 4 support spatial audio and audio markers?

Yes, Phaser 4 supports spatial audio, markers, and audio sprites. You can control spatial positioning and define specific audio segments using the SoundManager's unified API and event feedback.

What is the best way to manage game music across multiple Phaser scenes?

The best way to manage game music across multiple Phaser scenes is using the SoundManager, which applies audio controls consistently across game states for continuous loading and playback.

Can I control volume and rate per sound in Phaser 4?

Yes, you can control volume, rate, detune, and pan per sound in Phaser 4. The SoundManager exposes a unified API to adjust both global and individual sound properties dynamically.

How does Phaser 4 handle Web Audio and HTML5 audio fallbacks?

Phaser 4 handles audio by implementing Web Audio with an HTML5 fallback, exposing a unified API through this.sound to ensure consistent playback and control regardless of the underlying engine.

Why use audio markers and event-driven feedback in Phaser 4?

Audio markers and event-driven feedback in Phaser 4 allow precise audio sprite control and reactive sound effects, triggering specific actions on play, pause, stop, loop, or complete events.