# NNS_SndPlayerStopSeq*

## C Specification

      #include <nnsys/snd.h>

      void NNS_SndPlayerStopSeq( NNSSndHandle* handle, int fadeFrame );
      void NNS_SndPlayerStopSeqByPlayerNo( int playerNo, int fadeFrame );
      void NNS_SndPlayerStopSeqBySeqNo( int seqNo, int fadeFrame );
      void NNS_SndPlayerStopSeqBySeqArcNo( int seqArcNo, int fadeFrame );
      void NNS_SndPlayerStopSeqBySeqArcIdx(
      int seqArcNo,
      int index,
      int fadeFrame );
      void NNS_SndPlayerStopSeqAll( int fadeFrame );

## Arguments

`handle` | The sound handle pointer.
`playerNo` | The Player number.
`seqNo` | Sequence number.
`seqArcNo` | Sequence archive number.
`index` | Index number in the sequence archive.
`fadeFrame` | Fade out frames. Takes a value between 0 and 65535.

## Return Values

None.

## Description

Stops sequence.

`NNS_SndPlayerStopSeq` stops the sequence using the sound handle. The sequence that is bound to the sound handle is stopped. This function does not perform any action if the stream handle is invalid.

`NNS_SndPlayerStopSeqByPlayerNo` stops the sequence that is specified by the player number. The sequence that is being played by the specified player is stopped.

`NNS_SndPlayerStopSeqBySeqNo` stops the sequences that are specified by the sequence number. All sequences that have a sequence a number that is set by `NNS_SndPlayerSetSeqNo` and that matches the specified `seqNo` will be stopped.

`NNS_SndPlayerStopSeqBySeqArcNo` stops the sequences that are specified by the sequence archive number. All sequences that have a sequence archive number that are set by `NNS_SndPlayerSetSeqArcNo` that matches the specified `seqArcNo` will be stopped. `NNS_SndPlayerStopSeqBySeqArcIdx` stops sequences that have a `seqArcNo` that is equal to their index number.

`NNS_SndPlayerStopSeqAll` stops all sequences that are being played.

The sequence is completely stopped after the sound fades out over the time that is expressed in game frames by `fadeFrame`. When `fadeFrame` is `0`, the sequence stops immediately.

When these functions are called, the player priority is `0` (lowest).

## See Also

`NNS_SndPlayerSetSeqNo`, `NNS_SndPlayerSetSeqArcNo`

## Revision History

08/10/2004 Corrected the argument of `NNS_SndPlayerPauseAll` function

06/01/2004 Added `NNS_SndPlayerStopSeqBySeqNo`, `NNS_SndPlayerStopSeqBySeqArcNo`, and `NNS_SndPlayerStopSeqBySeqArcIdx`. `NNS_SndPlayerStopSeqByNumber` changed to `NNS_SndPlayerStopSeqByPlayerNo`.

04/19/2004 Combined manuals for `NNS_SndPlayerStopSeq`, `NNS_SndPlayerStopSeqByNumber` and `NNS_SndPlayerStopSeqAll`.

04/01/2004 Initial version.