Link to .capx file (required!):
Steps to reproduce:
You can drag&drop the red sprite to hear the effect of the 4 positionned sound
When you click on a blue sprite, it is destroyed and the sound they "emit" should stop.
Only if you destroy the instance with the highest IID will you stop all sounds.
Else the positionned sound are still playing their sound on position.
When I destroy a sprite, the associated positionned sound should be destroyed
I looked into the audio plugin.
The cause of this, is that when getAudioBuffer is called it will return the same AudioBuffer for the 4 sounds.
So in getAudioInstance, this AudioBuffer will see it's playTagWhenReady property overwritten by a new tag each time until the last enemy instance.
I couldn't quite find why the C2AudioInstances's tag does the same but they do (probably in request.onload in C2AudioBuffer's constructor).
Then, when the stop action is executed the 3 first tags won't be recognized.
So none of the positionned sound will stop.
Internet Explorer: probably
Operating system & service pack:
Windows server 2008 r2 SP1
Construct 2 version: