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As explained in the event, actions is what makes event do something. This page will cover all the different types.
Stop does what one would think. Play plays an audio node and stop, stops it immediately.
Break however stops any looping, but does not stop any audible sounds. For instance, shooting a gun could be looping a random sound node until the player lets go of the trigger. Here, break could be used. To allow for seamless looping, there is however a small 0.1 second window before a sound ends where the next sound will be played.
All three events used the same action parameter, the delay.
Stop All is a bit different as it does not take any object. It stops all audio attached to the game object.
Basic music control. Play & Stop allows for fading in/out. Pause allows for resuming, while stopping does not. Playing some music which is already playing, makes it restart.
Allows for setting / fading the volume of a music group.
Crossfades between two volumes, by swapping them.
Can solo and or mute a music group.
Stops all music.
Transitions to a snapshot as defined in the Audio Mixer.
Sets any value exposed in the mixer. Uses a string and can fade the value over time.