Stop Audio

Stops audio on a layer (and optionally for a specific player set). Inverse of Audio Cue. For the cross-cutting Condition and Timing properties shared by every event, see Event types.

The Stop Audio event composer, expanded in the Node inspector.

Fields

Layer

The audio layer to stop on. One of music, ambient, oneShot, or custom; defaults to music. The runtime stops every active cue on that layer.

Custom Layer

Appears only when Layer is set to custom. A free-form key for projects that route audio through their own layer taxonomy beyond the three standard layers. The runtime stops every cue on the matching custom layer.

Players

Multiplayer only; the field is hidden in single-player projects. Left empty, the event stops the layer for every player. Picking players limits the stop to just those players.

Use cases

Clearing a layer at a transition boundary. Set Layer to ambient (or whichever layer applies) and leave Players empty. The runtime stops every active cue on that layer for all players. The standard shape when entering a new section and the previous layer’s sounds need to end cleanly.

Stopping audio on a project-defined layer. Set Layer to custom and type your taxonomy key into the Custom Layer field that appears. The runtime stops every cue on that custom layer instead of one of the three standard layers. Use this when the project routes cues through buckets beyond the built-in set.

Stopping a layer for one player only. Set Layer to the relevant layer and use the Players picker to scope the event to a single player. Only that player’s active cues on the layer stop; other players keep hearing theirs. Useful in multiplayer when one participant’s audio needs to end without affecting the rest of the group.

See also

Docs last synced: 2026-07-08
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