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Old 30/09/2017, 03:13 AM   #1
Freaksken
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Default PlayerPlaySound 0 doesn't stop the current track anymore

I have a script in which I use sound ID 37667, which plays Alright Smoke, let's go. See y'all later..
After about 120ms I use sound ID 0 to break off the sound early, so only Alright Smoke, let's go. is heard.
This worked perfectly with the previous client, however, with the new client sound ID 37667 just keeps playing and doesn't break off.
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Old 30/09/2017, 03:23 AM   #2
Romz
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Default Re: PlayerPlaySound 0 doesn't stop the current track anymore

I checked, it really is as described above. Most likely it is a bug which needs to be corrected.
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Old 01/10/2017, 09:53 AM   #3
niCe
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Default Re: PlayerPlaySound 0 doesn't stop the current track anymore

I have noticed this too, however you can use for example sound ID 17900 to stop the previous sound instead.
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Old 02/10/2017, 05:42 PM   #4
BigETI
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Default Re: PlayerPlaySound 0 doesn't stop the current track anymore

IDs less than 1000 can be stopped with that.
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Old 04/11/2017, 05:55 PM   #5
Freaksken
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Default Re: PlayerPlaySound 0 doesn't stop the current track anymore

Should be fixed in the 0.3.7 R3 client update.
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They are sacrificing time they could easily spend on things they would rather do, to help you instead.


[Include] FCNPC A.I. - [Tutorial] Speedometer - [WIP] Single-player-like co-op mission - [Other] List of all my work

Last edited by Freaksken; 06/12/2018 at 02:42 PM.
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