What problem does it solve? Adding sound to a Phaser 4 game involves navigating WebAudio versus HTML5 Audio backends, browser autoplay policies, looping music, audio sprites, and spatial positioning. This Skill provides the patterns, API references, and gotchas needed to implement game audio correctly the first time. ## Core Features & Use Cases - Sound Playback Patterns: Covers fire-and-forget playback via this.sound.play(), retained sound instances via this.sound.add(), looping background music, volume/rate/detune control, and stereo panning. - 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 listener positioning and follow tracking, plus the full sound event model (PLAY, COMPLETE, LOOPED, UNLOCKED, and more). - Use Case: You are building a Phaser game and need background music that loops, coin-pickup sound effects with format fallbacks for Safari, and positional enemy roars that pan based on screen location. ## Quick Start Add background music and a coin sound effect to my Phaser scene, with MP3 and OGG fallbacks and handling for the browser autoplay lock.