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Muting Sounds that are Already Playing


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I have a heart attack mechanic in my mod that causes a heartbeat sound effect (the same sound effect as the telltale heart) and mutes all other sounds. I created a custom soundmx that I apply, but the problem is that that game's heartbeat sound effect is considered a "creature" sound. I was able to use networked varables to make the client mute all surrounding creatures using OverrideVolumeMultiplier, but this only seems to affect future sounds. Sounds that are already playing (e.g. a bee's buzz or a beehive's sound loop) require that I manually kill the sound and then restart it after the heart attack state ends. It's not really reasonable to do this patchwork job for every persistent creature sound in the game, however. 

Anyone know of a better way to accomplish this effect?

Edited by Ziro2k
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