samme
samme
A [sound object](https://newdocs.phaser.io/docs/3.55.2/Phaser.Sound.WebAudioSound) has only one playback position. You need to create a second sound object or use `this.sound.play('falling')` instead.
I think that's expected.
Maybe [Clone()](https://newdocs.phaser.io/docs/3.55.2/Phaser.Utils.Objects#Clone) instead.
> Note how the Character sprite starts with the first sprite listed in app/public/assets/atlas.json instead of the first sprite of the idle_right animation. After a few seconds, you will see...
```js sprite.anims.stop().playAfterDelay('walk_right', 0); ```
I mean the second thing you described is probably a Phaser bug. Here is the unwanted delay problem: https://codepen.io/samme/pen/GRrVjoG I think it happens because [AnimationState#delayCounter](https://photonstorm.github.io/phaser3-docs/Phaser.Animations.AnimationState.html#delayCounter) isn't cleared when switching animations....
You would have to use the workaround, `.stop().playAfterDelay(key, 0)` instead of `play()` for each animation, every time, I think. > And it still loads the door frame for the player...
The [unwanted delay](https://codepen.io/samme/pen/GRrVjoG) needs a bug fix, but I'm not sure where `AnimationState#delayCounter` should be reset. I think the initial frame behavior you're seeing is probably correct since v3.50. You...
Check if `MainScene#update()` gets called.
I don't know if there's any way Phaser could solve this though.