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 ```