|`filePath`|string |Path to the audio file to load |
Loads an audio file from disk into memory, ready to be instantiated as a sound instance and played. This is analogous to a GameMaker object that's used to spawn instances which can then be individually controlled.
?> Audio loaded by this function must be a [.wav file](https://en.wikipedia.org/wiki/WAV).
|`staticSoundID`|number |Static sound to instantiate, as created by `FAudio_StaticSound_LoadWav()`|
Creates a sound instance that can be manipulated individually. Please see the [Sound Instances](Functions-(Sound-Instances)) page for commands specific to sound instances.
|`staticSoundID`|number |Static sound to destroy, as created by `FAudio_StaticSound_LoadWav()`|
Frees memory associated with the given static sound.
!> If you're sure you're not going to need a static sound again for a while, you should free its memory. This avoids memory leaks which can lead to nasty, unrecoverable crashes.
|`filePath`|string |Path to the audio file to stream |
Sets up an audio file on disk to be streamed. This is immediately converted into a sound instance ID that you can manipulate and play using the [Sound Instance](Functions-(Sound-Instances)) functions.
?> Audio loaded by this function must be an [.ogg file](https://en.wikipedia.org/wiki/Ogg). Please note that this function returns a sound instance ID (rather than a static sound ID).