# Pause Sound Channel
Grammar — pause|Pause/Unpause channel channel for players
Flags —Native|Action
Pauses all sounds in a sound channel for the specified player group.
# Arguments
playergroup— Playersint<preset::SoundChannel> — Channelbool<preset::PauseUnpauseOption> — Pause
Returns — void
native void SoundChannelPause(
playergroup players,
int channel,
bool pause,
);
# Related
Category: Sound / Sound Channels
- Mute/Unmute Sound Channel —
void— SoundChannelMute - Pause Sound Channel —
void— SoundChannelPause - Stop Sound Channel —
void— SoundChannelStop - Set Sound Channel Volume —
void— SoundChannelSetVolume - Set All Sound Channel Volumes —
void— libNtve_gf_SetAllSoundChannelVolumes - Insert Sound Channel Digital Effect —
void— SoundChannelDSPInsert - Remove Sound Channel Digital Effect —
void— SoundChannelDSPRemove
# Examples
campaigns/swarm.sc2campaign — base.sc2maps/maps/campaign/swarm/zlab01.sc2map/MapScript.galaxy:9893
SoundChannelSetVolume(PlayerGroupAll(), c_soundCategoryOther, 100.0, 3.0);
SoundChannelStop(PlayerGroupAll(), c_soundCategoryMusic);
SoundChannelPause(PlayerGroupAll(), c_soundCategoryMusic, false);
SoundtrackPlay(PlayerGroupAll(), c_soundtrackCategoryMusic, "ZCampaignIntroMusic", c_soundtrackCueAny, c_soundtrackIndexAny, false);
DialogControlFadeTransparency(gv_campaignIntroPanel, PlayerGroupAll(), 3.0, 0.0);
campaigns/swarm.sc2campaign/base.sc2maps/maps/campaign/swarm/zlab01.sc2map — MapScript.galaxy:9893
SoundChannelSetVolume(PlayerGroupAll(), c_soundCategoryOther, 100.0, 3.0);
SoundChannelStop(PlayerGroupAll(), c_soundCategoryMusic);
SoundChannelPause(PlayerGroupAll(), c_soundCategoryMusic, false);
SoundtrackPlay(PlayerGroupAll(), c_soundtrackCategoryMusic, "ZCampaignIntroMusic", c_soundtrackCueAny, c_soundtrackIndexAny, false);
DialogControlFadeTransparency(gv_campaignIntroPanel, PlayerGroupAll(), 3.0, 0.0);