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virtual bool AK::SoundFrame::ISoundFrame::SeekOnEvent ( AkUniqueID  in_eventID,
AkGameObjectID  in_gameObjectID,
AkTimeMs  in_iPosition,
bool  in_bSeekToNearestMarker = false,
AkPlayingID  in_PlayingID = AK_INVALID_PLAYING_ID  
) [pure virtual]

Seek inside all playing objects that are referenced in play actions of the specified event. The position is specified in ms from the start of the sound

See also:
Returns:
True if the operation was successful, False otherwise
Parameters:
in_eventID  Unique ID of the event
in_gameObjectID  Associated game object ID; use AK_INVALID_GAME_OBJECT to affect all game objects
in_iPosition  Desired position where playback should restart, in milliseconds
in_bSeekToNearestMarker  If true, the final seeking position will be made equal to the nearest marker (see note above)
in_PlayingID  Specify the playing ID for the seek to be applied to. Will result in the seek happening only on active actions of the playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any, to seek on all active actions of this event ID.

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