From d0e5a53616f3eeca1cc901ad98c65e4859285884 Mon Sep 17 00:00:00 2001 From: Juju Adams Date: Tue, 2 Nov 2021 22:36:01 +0000 Subject: [PATCH] Update Functions-(Essentials).md --- docs/latest/Functions-(Essentials).md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/latest/Functions-(Essentials).md b/docs/latest/Functions-(Essentials).md index 1289b72..434abf0 100644 --- a/docs/latest/Functions-(Essentials).md +++ b/docs/latest/Functions-(Essentials).md @@ -7,7 +7,7 @@ |`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` | -!> `FAudioGMS_Init()` must be called once at the very start of your game. +!> `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.   @@ -19,7 +19,7 @@ |--------|--------|-----------| |None | | | -!> `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. +!> `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.