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Bug: Looping ambient_generic cannot be stopped and Volume input will not inform the entity #1735

@lunairekitty

Description

@lunairekitty

Describe the bug

Any ambient_generic using a looping sound (i.e World.ChamberAlarm) will not stop when recieving the StopSound input, and a workaround of Volume input to 0 doesn't work because it doesn't change the volume if a sound is already playing.

To Reproduce

  1. Create a map with an ambient_generic that uses a looping sound
  2. Fire StopSound or Volume 0 on it
  3. See that nothing happens

Issue Map

Not applicable

Expected Behavior

When I use the StopSound input on a looping ambient_generic it should stop, and Volume 0 should set it's volume to zero.

Operating System

Windows 11 25H2 Microsoft Confidential

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    Type: BugThis is a problem with something that should be working one way, but isn't.

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