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Audio::setSynchronizedAudioEventPositionThisFrame

Sets the position of the audio event to the entity's position for one frame(?)

if (l_8C3 == 0) {

   sub_27fd1(0, -1, 1);  
   if (PED::IS_SYNCHRONIZED_SCENE_RUNNING(l_87D)) \{  
       AUDIO::STOP_SYNCHRONIZED_AUDIO_EVENT(l_87D);  
   \}  
   if (sub_7dd(l_A00)) \{  
       AUDIO::_950A154B8DAB6185('PAP2_IG1_POPPYSEX', l_A00);  
   \}  
   sub_91c('TK************ SETTING SYNCH SCENE AUDIO POSITION THIS FRAME ************TK');  
   l_8C3 = 1;  

}

--

Found in the b617d scripts, duplicates removed:

AUDIO::_950A154B8DAB6185('CAR_5_IG_6', l_7FE[1/*1*/]); AUDIO::_950A154B8DAB6185('EX03_TRAIN_BIKE_LAND', PLAYER::PLAYER_PED_ID()); AUDIO::_950A154B8DAB6185('FBI_2_MCS_1_LeadIn', l_40[2/*1*/]); AUDIO::_950A154B8DAB6185('FIN_C2_MCS_1', l_24C[0/*1*/]); AUDIO::_950A154B8DAB6185('MNT_DNC', l_5F); AUDIO::_950A154B8DAB6185('PAP2_IG1_POPPYSEX', l_A00);

Syntax

```js mp.game.audio.setSynchronizedAudioEventPositionThisFrame(p0, p1); ```

Required Arguments

  • p0: String
  • p1: Entity handle or object

Return value

  • Undefined

Example

```js // todo ```

See also