FAudioGMS-Docs/docs/latest/Functions-(Essentials).md

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# Essential Functions
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## `~_Init(spatialDistanceScale, timestep)`
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**Returns:** N/A (`undefined`)
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|Argument |Datatype|Description |
|----------------------|--------|------------------------------------------------------------------------------------------------------------|
|`spatialDistanceScale`|number |Volume scaling factor. Higher numbers make sounds that are further away quieter. A recommended value is `50`|
|`timestep` |number |Number of seconds expected to pass for each call to `FAudio_Update()`. This is usually `1/fps` |
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!> `FAudioGMS_Init()` must be called once at the very start of your game. If in doubt, place the `AUDIO` object in the first room in your game.
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## `~_Update()`
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**Returns:** N/A (`undefined`)
|Argument|Datatype|Description|
|--------|--------|-----------|
|None | | |
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!> `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.
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## `~_Destroy()`
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**Returns:** N/A (`undefined`)
|Argument|Datatype|Description|
|--------|--------|-----------|
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|None | | |
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.