Yes, you have it right. The "WolfRun" sound is the normal BM werewolf panting sound. The "WereWolfRun" sound is a new panting sound that I'm wanting to put into the mod.
And to answer your question, the "WolfRun" sound doesn't need to be stopped as I set it to play with zero volume and because it doesn't make a difference with the popping sounds whether it is stopped or not. I found this out by using this version of the script earlier:
Begin Werewolf_Running_Sounds Short doonce If ( DoOnce == 0 ) If ( getPCRunning == 1 ) player->playloopsound3d, "WerewolfRun" set DoOnce to 1 endif endif If ( DoOnce == 1 ) If ( getPCRunning == 0 ) If ( player->getsoundplaying "WereWolfRun" == 1 ) player->stopsound, "WerewolfRun" set DoOnce to 0 endif endif endifend
This script still caused the popping noise even though the "WolfRun" sound is not playing at all (I tested it in human form as well). I'm now starting to think that the culprit is the way that Morrowind processes the "3D" playsound functions specifically because it doesn't seem to cause popping sounds when using "playsound" (without the 3D part). The thing is, I can't end my new sounds immediate without using the "3D" sound functions which is something that I need it to be able to do.