SequenceTrack
The server-side handle for a synced playback, returned by Flow:PlayForAll and Flow:PlayFor and loosely
modeled on AnimationTrack. It is the only way to control a synced playback: every call updates the shared
playback record and rebroadcasts it, so every client, late joiners included, derives the same state.
local track = Flow:PlayForAll("DoorOpen", { Bindings = { Door = door } })
track:Pause()
track:Seek(2.5)
track:Resume()
Properties
Length
This item is read only and cannot be modified. Read OnlySequenceTrack.Length: numberIsPlaying
This item is read only and cannot be modified. Read OnlySequenceTrack.IsPlaying: booleanIsActive
This item is read only and cannot be modified. Read OnlySequenceTrack.IsActive: booleanFalse once the track has completed or stopped.
Completed
SequenceTrack.Completed: SignalFires when the shared clock reaches the end of the sequence.
Stopped
SequenceTrack.Stopped: SignalFires when SequenceTrack:Stop ends the track early.
Functions
GetTime
SequenceTrack:GetTime() → numberReturns the sequence time every client is at, derived from the shared record and the server clock.
Pause
SequenceTrack:Pause() → ()Resume
SequenceTrack:Resume() → ()Seek
SequenceTrack:Seek(time: number) → ()Moves every client to time, clamped to the sequence.
SetRate
SequenceTrack:SetRate(rate: number) → ()Sets the speed multiplier for every client. 1 is normal speed.
Stop
SequenceTrack:Stop() → ()
Stops the synced playback for everyone and applies restore policies at the current time. Sections with
the Hold policy keep their final state for players who join later.
Destroy
SequenceTrack:Destroy() → ()Stops the track and releases its signals.