|`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).
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.
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.
To prevent stutters the sound stream will be buffered, the size of the buffer is determined by the `bufferSizeInBytes` argument, passing 0 will pick a sensible default size.
?> 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).