Stop all sounds in the sound bank in stopAllSounds #2351
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Resolves
Resolves #2320
Proposed Changes
stopAllSounds
no longer uses_stopAllSoundsForTarget
, instead it stops all sounds in the soundBank (by passing no arguments to SoundBank.stopAllSounds).Reason for Changes
Because of some weird clone handlings, SoundBank.playerTargets can contain targets that are no longer in runtime.targets, so sometimes sounds become unstoppable.
SoundBank.stopAllSounds
take an optional argument, and if passed (current behavior) only the specified target will have sounds stopped. However, this isn't necessary at all - it's expected to stop every sounds in every targets when VM's stopAllSounds is called.Test Coverage
Manually tested with GUI+VM