!> `FAudioGMS_Update()` must be called once every frame, usually in the Step event of a persistent instance. Ensure that this instance doesn't get deactivated if you're using instance deactivation for e.g. a pause screen. If in doubt, place the `AUDIO` object in the first room in your game.
This will automatically free all memory allocated by FAudioGMS. All FAudioGMS-related IDs are invalid after this function is called. Calling any FAudioGMS function after `FAudioGMS_Destroy()` is called will do nothing.