For thread safety, this property is not safe to read in an unsynchronized thread.
Fires whenever the
Sound is played using the
Sound/Resumed only the respective sound function will cause the event to fire. This means that Played will only fire when
Sound/Play is called. This event will not fire if the
Sound is played due to the sound being destroyed and
Sound/PlayOnRemove being set to true.
This sample gives a simple demonstration of what each of the Sound functions (Sound.Play, Sound.Stop, Sound.Pause and Sound.Resume) do to Sound.Playing and Sound.TimePosition.