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If an event A posts another event B, then event A will marked as a one shot in SoundbanksInfo.xml, even if the event B is infinite.

When event A is posted on a game object, AK::SoundEngine::Query::GetPlayingIDsFromGameObject will report that it is playing event A. However, it will never end, despite event A claiming to be a one shot.

I want to let one shot events play out when an object is destroyed, but it appears to be impossible to determine if the game object is playing an infinite event through the query interface. This problem could be solved by event A being considered to be infinite, or for the query interface to report that event B is playing at runtime. Would either of those be possible?

Thanks!
in General Discussion by Carl D. (110 points)

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