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excaliburjs / Excalibur / 17003581536 / 1
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DEFAULT BRANCH: main
Ran 16 Aug 2025 03:11AM UTC
Files 238
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16 Aug 2025 03:07AM UTC coverage: 87.367% (-0.4%) from 87.801%
17003581536.1

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github

web-flow
feat: Add SoundManager for managing music/fx/audio in a friendly way (#3472)

Closes #590
Related #1161 

## Changes:

- Added a new `ex.Sound({...})` option back constructor to set all the props you could set on sound at constructor time
- Added new `ex.SoundManager({...}` api to manage volume and muting on large groups of sounds at once

```typescript
var soundManager = new ex.SoundManger({
  channels: ['fx', 'music', 'background'],
  sounds: {
    jumpSnd: { sound: jumpSnd, volume: 0.4, channels: ['fx'] },
    forestSnd: { sound: forestSnd, volume: 0.2, channels: ['music', 'background'] },
    challengeMusic: { sound: challengeMusic, volume: 0.2, channels: ['music'] },
    guitarLoop: { sound: guitarLoop, volume: 0.2, channels: ['music'] }
  }
});

toggleMusic.on('pointerdown', () => {
  soundManager.channel.toggle('music');
});
game.add(toggleMusic);

game.input.keyboard.on('press', (evt) => {
  if (evt.key === ex.Keys.J) {
    soundManager.play('jumpSnd');
  }

  if (evt.key === ex.Keys.M) {
    soundManager.channel.mute('music');
  }

  if (evt.key === ex.Keys.A) {
    soundManager.mute();
  }

  if (evt.key === ex.Keys.S) {
    soundManager.unmute();
  }

  if (evt.key === ex.Keys.U) {
    soundManager.channel.unmute('music');
  }

  if (evt.key === ex.Keys.P) {
    soundManager.channel.play('music');
  }

  if (evt.key === ex.Keys.V) {
    soundManager.channel.setVolume('music', 0.9);
  }
});


```

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