# adConfig

The **adConfig()** call communicates the game's current configuration to the
Ad Placement API. The Ad Placement API can use this to tune the way it preloads
ads and to filter the kinds of ads it requests so they're suitable (eg. video
ads that require sound).

Function signature:

    adConfig({
       preloadAdBreaks: 'on|auto',  // Ad preloading strategy
       sound: 'on|off'              // This game has sound
       onReady: () => {},           // Called when API has initialised and adBreak() is ready
    });

## adConfig parameters

| Name | Type | Description |
|---|---|---|
| `sound` | string | **(OPTIONAL)** Whether the game is currently playing sound. Values: - `on` (default) - `off` This call specifies whether your game is capable of sound, and whether the sound was enabled (ie unmuted) before the call to `adBreak()`. This helps the Ad Placement API to select the right kind of ad for your game. Call this function as soon as the sound state of your game changes, as the Ad Placement API may have to request new creatives, and this gives it the maximum amount of time to do so. The default value is sound on. So most games will need to make a call to `adConfig()` when they start to declare that they have sound enabled. |
| `preloadAdBreaks` | string | **(OPTIONAL)** Whether ads should always be preloaded before the first call to `adBreak()`. Values: - `on` - `auto` (default) The default value of `auto` leaves the decision up to the Ad Placement API. `preloadAdBreaks` can be set only once with `adConfig()`, and further values passed to `preloadAdBreaks` have no effect. Setting `preloadAdBreaks` after the first call to `adBreak()` has no effect. |
| `onReady` | string | **(OPTIONAL)** Called when the API has initialized and has finished preloading ads (if you requested preloading using the `preloadAdBreaks` above). |