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			add SetLoopPoints
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				|  | @ -145,6 +145,22 @@ Jumps to a fixed position in the sound instance's audio asset. This is useful fo | ||||||
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|  | ## `~_SoundInstance_SetLoopPoints(soundInstanceID, loopStartInMilliseconds, loopEndInMilliseconds)` | ||||||
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|  | **Returns:** N/A (`undefined`) | ||||||
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|  | |Argument                |Datatype|Description                                             | | ||||||
|  | |------------------------|--------|--------------------------------------------------------| | ||||||
|  | |`soundInstanceID`       	|number  |Sound instance to target                                | | ||||||
|  | |`loopStartInMilliseconds`	|number  |Start of the loop, in milliseconds 	| | ||||||
|  | |`loopEndInMilliseconds`	|number  |End of the loop, in milliseconds 	| | ||||||
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|  | Loops over a specific region of the sound instance. This is useful for dynamic audio. | ||||||
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|  | !> This function must be called BEFORE calling `FAudioGMS_SoundInstance_Play` or it will not behave as you expect. | ||||||
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| ## `~_SoundInstance_SetVolumeOverTime(soundInstanceID, volume, milliseconds)` | ## `~_SoundInstance_SetVolumeOverTime(soundInstanceID, volume, milliseconds)` | ||||||
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| **Returns:** N/A (`undefined`) | **Returns:** N/A (`undefined`) | ||||||
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