What problem does it solve? Adding sound to a Phaser game involves navigating WebAudio versus HTML5 Audio backends, browser autoplay policies, looping music, audio sprites, and spatial positioning, all of which have subtle pitfalls that cause silent or broken audio. ## Core Features & Use Cases - Sound Playback Patterns: Covers fire-and-forget playback with this.sound.play, persistent sound instances via this.sound.add, and per-sound or global control of volume, rate, detune, mute, loop, seek, and pan. - Audio Sprites and Markers: Explains loading audio sprites with JSON spritemaps and adding manual markers to split long tracks into named segments. - Spatial Audio and Events: Documents WebAudio-only spatial audio with PannerNode, listener positioning, follow tracking, plus the full sound and manager event tables. - Use Case: When building a Phaser platformer, use this Skill to add looping background music, positional enemy sound effects that follow sprites, and coin pickup audio sprites that survive browser autoplay restrictions. ## Quick Start Add background music and sound effects to my Phaser scene using this skill, including a looping theme and a coin pickup sound.