Describe the bug
Any ambient_generic using a looping sound (i.e World.ChamberAlarm) will not stop when recieving the StopSound input, and a workaround of Volume input to 0 doesn't work because it doesn't change the volume if a sound is already playing.
To Reproduce
- Create a map with an
ambient_generic that uses a looping sound
- Fire
StopSound or Volume 0 on it
- See that nothing happens
Issue Map
Not applicable
Expected Behavior
When I use the StopSound input on a looping ambient_generic it should stop, and Volume 0 should set it's volume to zero.
Operating System
Windows 11 25H2 Microsoft Confidential