@4ian
I have tested and confirmed that tweens are pausing fine. https://game-previews.gdevelop-app.com/1662982194080-127915/index.html
However, sounds/music do behave oddly when paused. Basically if you “stop and go back to a previous scene” with audio playing, it behaves as if you have the “Stop music and sounds on startup” disabled. The music/sound from the last “new” scene keeps playing over the resumed scene.
I expect that it’s likely because the resumed scene isn’t “starting up”, but I would expect this to be undesired behavior for the developer, and believe that if you’re resuming a scene it should probably resume all sound/music playing at the offset they were at when paused. I did also test pausing the sound channel before pausing the scene, then starting the paused sound channel back up upon resume, but it acts like there’s no paused channel.
Here’s the exported JSON that you can copy and paste into a json file to test locally. (This doesn’t include the pause channel/resume channel logic as that was on an earlier version)
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For @LeakySafe, feel free to look at the project to see where your resuming is going wrong. Make sure you’re using the “Pause and change to scene” and “Stop and go back to previous scene” actions. Paused scenes act like a stack of cards, you can only resume one at a time in order from top down. If you ever use “Change the scene” it does not resume the scene you’re changing to.