CSoundPatch problem.

It’s probably supposed to be seen impossible how many errors i can get in a day, but ffs, this one is just a bit OTT…
I tried to make it so the CSoundPatch i’m using (csploop) does NOT initialize while another instance of it is playing, for instance, i have one t-rex SNPC playing csploop and i spawn another one, the other one should NOT play csploop but still does because fuck me.



local csploop = CreateSound(self, self.Theme)
local csploopip = csploop:IsPlaying()

if ( csploopip == false ) then
csploop:Play(self)
csploop:SetSoundLevel( 0.9 )
elseif
csploop:Stop()


Also note, i’ve tried else to replace elseif at line 7 of the code above and it’s still unsuccessful…