This function stops all sounds that are currently playing. This includes all sounds that have been paused using audio_pause_sound or audio_pause_all.
This will also remove any queued buffers on audio buffer queues and run the Audio Playback event for each buffer removed, with the key "queue_shutdown" set to 1.
NOTE This function triggers an Audio Playback Ended Async Event for every sound instance that is affected by it.
audio_stop_all();
N/A
if (!global.SFX)
{
audio_stop_all();
}
The above code checks the global variable SFX and if it returns false, it will stop all sounds that are currently playing.