# Stop All Model Sounds
Grammar — Stop all model sounds
Flags —Native
|Action
Stops all model sounds.
Returns — void
native void SoundStopAllModelSounds();
# Related
Category: Sound / Sounds
- Play Sound On Unit —
void
— SoundPlayOnUnitForPlayer - Play Sound At Point —
void
— SoundPlayAtPointForPlayer - Play Sound —
void
— SoundPlayForPlayer - Last Played Sound —
sound
— SoundLastPlayed - Pause Sound —
void
— SoundPause - Stop Sound —
void
— SoundStop - Skip To Sound Offset —
void
— SoundSetOffset - Move Sound —
void
— SoundSetPosition - Wait For Sound —
void
— SoundWait - Set Sound Volume —
void
— SoundSetVolume - Stop All Trigger Sounds —
void
— SoundStopAllTriggerSounds - Stop All Model Sounds —
void
— SoundStopAllModelSounds - Set Sound Listener Gender —
void
— SoundSetListenerGender
# Examples
campaigns/liberty.sc2campaign — base.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.sc2map — MapScript.galaxy:12520
SoundStop(gv_sceneSound, true);
gv_sceneSound = null;
SoundStopAllModelSounds();
gf_StopAllTransmissionConversation();
gf_SetWorldMode(ge_WorldMode_WorldModeGlobal);
campaigns/swarm.sc2campaign — base.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.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);