# Stop All Model Sounds

Grammar — Stop all model sounds
FlagsNative | Action

Stops all model sounds.

Returns — void

native void SoundStopAllModelSounds();

Category: Sound / Sounds

# Examples

campaigns/liberty.sc2campaignbase.sc2maps/maps/campaign/tstory01.sc2map/MapScript.galaxy:12520

    SoundStop(gv_sceneSound, true);
    gv_sceneSound = null;
    SoundStopAllModelSounds();
    gf_StopAllTransmissionConversation();
    gf_SetWorldMode(ge_WorldMode_WorldModeGlobal);

campaigns/liberty.sc2campaign/base.sc2maps/maps/campaign/tstory01.sc2mapMapScript.galaxy:12520

    SoundStop(gv_sceneSound, true);
    gv_sceneSound = null;
    SoundStopAllModelSounds();
    gf_StopAllTransmissionConversation();
    gf_SetWorldMode(ge_WorldMode_WorldModeGlobal);

campaigns/swarm.sc2campaignbase.sc2maps/maps/campaign/swarm/zexpedition03.sc2map/MapScript.galaxy:8835

        libNtve_gf_ClearAnimation(gv_lasarraActor, "Death");
        libNtve_gf_KillModel(gv_lasarraActor);
        SoundStopAllModelSounds();
        libNtve_gf_ShowHideUnit(gv_tHE_ONE_QUEEN, true);
        UnitSetPosition(gv_tHE_ONE_QUEEN, PointFromId(807), false);

campaigns/swarm.sc2campaign/base.sc2maps/maps/campaign/swarm/zexpedition03.sc2mapMapScript.galaxy:8835

        libNtve_gf_ClearAnimation(gv_lasarraActor, "Death");
        libNtve_gf_KillModel(gv_lasarraActor);
        SoundStopAllModelSounds();
        libNtve_gf_ShowHideUnit(gv_tHE_ONE_QUEEN, true);
        UnitSetPosition(gv_tHE_ONE_QUEEN, PointFromId(807), false);