loader/load audio

 
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render });

function preload() {

    //  To load an audio file use the following structure.
    //  As with all load operations the first parameter is a unique key, which must be unique between all audio files.

    //  The second parameter is an array containing the same audio file but in different formats.
    //  In this example the music is provided as an mp3 and a ogg (Firefox will want the ogg for example)

    //  The loader works by checking if the browser can support the first file type in the list (mp3 in this case). If it can, it loads it, otherwise
    //  it moves to the next file in the list (the ogg). If it can't load any of them the file will error.

    game.load.audio('boden', ['assets/audio/bodenstaendig_2000_in_rock_4bit.mp3', 'assets/audio/bodenstaendig_2000_in_rock_4bit.ogg']);

    //  If you know you only need to load 1 type of audio file, you can pass a string instead of an array, like this:
    // game.load.audio('boden', 'assets/audio/bodenstaendig_2000_in_rock_4bit.mp3');

}

var music;

function create() {

    game.stage.backgroundColor = '#182d3b';

    music = game.sound.play('boden');

}

function render() {

    game.debug.soundInfo(music, 32, 32);

    if (music.isDecoding)
    {
        game.debug.text("Decoding MP3 ...", 32, 200);
    }

}