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0 votes
Let's say we have 100 monster units and each one releases a fireball, there is a looped SFX contained in the fireball. We need to "Stop All" the fireball SFX when one of them is bursted? Seriously? And what if the fireballs are pooling objects, you can't even use Trigger on Destroy.
in General Discussion by Steven W. (100 points)

1 Answer

–1 vote
You would need to do this with code, wherein the code references a variable that is populated at runtime by the object (monster) that has been destroyed, and stops all sounds triggered from that game object.
by Beatrix Moersch (3.3k points)
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