What problem does it solve? Adding sound to a Phaser game involves navigating Web Audio versus HTML5 Audio backends, browser autoplay restrictions, looping music, audio sprites, and spatial positioning, all of which have subtle platform-specific pitfalls. ## Core Features & Use Cases - Sound Playback Control: Play fire-and-forget effects or manage persistent sound instances with volume, rate, detune, pan, seek, and loop settings via the SoundManager. - Audio Sprites and Markers: Combine multiple effects into single files with JSON spritemaps, or define named markers within long tracks for segmented playback. - Spatial Audio: Position sounds in 2D space with PannerNode configs, distance models, and automatic tracking of game objects relative to a listener. - Use Case: When building a game scene, load background music and sound effects in preload, play looping BGM with volume control, trigger positional enemy sounds that follow sprites, and handle 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 when the player collects an item.