# NNS_SndPlayerStopSeq*

## Syntax

      #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` | Sound handle pointer.
`playerNo` | Player number.
`seqNo` | Sequence number.
`seqArcNo` | Sequence archive number.
`index` | Index number in the sequence archive.
`fadeFrame` | Fade-out frame. Takes a value between 0 and 65535.

## Return Values

None.

## Description

Stops the sequence.

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

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

The `NNS_SndPlayerStopSeqBySeqNo` function stops the sequences specified by the sequence number `seqNo`. All sequences whose sequence number, set by the `NNS_SndPlayerSetSeqNo` function, matches the specified `seqNo` is stopped.

The `NNS_SndPlayerStopSeqBySeqArcNo` function stops the sequences specified by the sequence archive number `seqArcNo`. All sequences whose sequence archive number, set by the `NNS_SndPlayerSetSeqArcNo` function, matches the specified `seqArcNo` is stopped. The `NNS_SndPlayerStopSeqBySeqArcIdx` function stops sequences that have both the same sequence number as specified by `seqArcNo` and the same index number specified by `index`.

`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 becomes 0 (lowest).

## See Also

`NNS_SndPlayerSetSeqNo`
`NNS_SndPlayerSetSeqArcNo`

## Revision History

2004/08/10 Corrected the argument of `NNS_SndPlayerPauseAll` function.
2004/06/01 Added `NNS_SndPlayerStopSeqBySeqNo`, `NNS_SndPlayerStopSeqBySeqArcNo`, and `NNS_SndPlayerStopSeqBySeqArcIdx`. Changed `NNS_SndPlayerStopSeqByNumber` to `NNS_SndPlayerStopSeqByPlayerNo`.
2004/04/19 Combined manuals for `NNS_SndPlayerStopSeq`, `NNS_SndPlayerStopSeqByNumber` and `NNS_SndPlayerStopSeqAll`.
2004/04/01 Initial version.

CONFIDENTIAL