OptionalautoplayBegin playback immediately on load. Defaults to false.
OptionalformatExplicit format hint, for sources whose extension cannot be read from the URL (a blob, or a URL without one).
Optionalhtml5Force the HTML5 <audio> element backend instead of WebAudio
decoding. Defaults to false.
OptionalloopLoop playback when the clip ends. Defaults to false.
OptionalmuteStart muted. Defaults to false.
Logical name used to play / stop / reference the sound later.
OptionalonLifecycle callbacks for this clip. Each is optional and fires for every instance of the clip.
OptionalpoolHow many finished instances of this clip are kept around for reuse before
being discarded. Defaults to 5.
This does not limit how many instances can play at once — it trades memory against the cost of recreating an instance for a clip that is triggered rapidly.
OptionalpreloadWhen the clip is downloaded. Defaults to true.
true: during the preload, so it plays the moment it is asked to.false: when it is first played (audio.play, audio.playTrack, or
autoplay). That play fetches it and streams it, as stream: true
does, so the sound starts as soon as enough of the file has arrived
rather than once all of it has. A clip never played is never
downloaded: for music a player may not reach, such as a boss or an
ending theme, that keeps the wait before the game starts short. As a
streamed clip it plays through an <audio> element, so positional
sound (follow, at, stereo) does not apply to it."metadata": on a streamed clip, only enough to know its duration
during the preload, the rest when it plays. A buffered clip is
downloaded whole either way.OptionalrateInitial playback rate, 0.5..4.0. Defaults to 1.0.
OptionalspriteNamed regions within a single file, each [start, duration] in
milliseconds, with an optional third element marking the region as
looping. Lets one download carry many effects.
Base path / prefix for the audio resource. The loader builds the
full URL as ${src}${name}.${ext} for each format configured by
audio.init(), so src is typically a directory ending in /.
Data URLs (data:audio/...) are used as-is and skip the prefix
OptionalstreamStream the resource instead of fully decoding upfront — preferred
for long music tracks. It is still fetched during the preload; add
preload: false to fetch it only when it is first played. Plays
through an <audio> element, so positional sound (follow, at,
stereo) does not apply to it. Defaults to false.
Sound asset descriptor passed to
audio.load.