What problem does it solve? Adding sound to a Phaser game involves navigating WebAudio versus HTML5 Audio backends, browser autoplay policies, audio sprites, and spatial positioning, which is easy to get wrong without a reference. ## Core Features & Use Cases - Sound Playback Control: Play, pause, loop, seek, and adjust volume, rate, detune, and pan per sound or globally via the SoundManager. - Audio Sprites and Markers: Combine multiple effects into one file with JSON spritemaps, or define manual markers for segmented playback. - Spatial Audio: Position sounds in 2D space with PannerNode configs and listener tracking on WebAudio backends. - Use Case: Build a game scene that loads background music and sound effects in preload, plays looping BGM at reduced volume, fires positional enemy roars that follow sprites, and handles browser autoplay unlocking automatically. ## Quick Start Add background music and a coin sound effect to my Phaser scene, with the music looping at half volume and the coin sound playing on click.