forked from MoonsideGames/FAudioGMS-Docs
some minor clarifications
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@ -32,3 +32,5 @@
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|Argument|Datatype|Description|
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|Argument|Datatype|Description|
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|--------|--------|-----------|
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|--------|--------|-----------|
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|None | | |
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|None | | |
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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.
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@ -9,7 +9,9 @@
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|`soundInstanceID`|number |Sound instance to target |
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|`soundInstanceID`|number |Sound instance to target |
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|`loop` |boolean |Whether the sound instance should replay from the start when it finishes playing|
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|`loop` |boolean |Whether the sound instance should replay from the start when it finishes playing|
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Plays the given sound instance. If the sound instance is set to *not* loop (`loop` is `false`) then `FAudio_SoundInstance_DestroyWhenFinished()` will be called automatically for the sound instance.
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Plays the given sound instance.
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?> Note that once playback is complete the sound instance will not automatically be destroyed unless FAudioGMS_SoundInstance_DestroyWhenFinished is used.
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@ -25,18 +27,6 @@ Pauses playback of a sound instance. It can later be resumed by calling `FAudio_
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## `~_SoundInstance_Resume(soundInstanceID)`
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**Returns:** N/A (`undefined`)
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|Argument |Datatype|Description |
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|-----------------|--------|------------------------------------------------------|
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|`soundInstanceID`|number |Sound instance to target |
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Resumes playback of a sound instance that has been paused by `FAudio_SoundInstance_Pause()`. If the sound instance in question hasn't been paused then this function does nothing.
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## `~_SoundInstance_Stop(soundInstanceID)`
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## `~_SoundInstance_Stop(soundInstanceID)`
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**Returns:** N/A (`undefined`)
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**Returns:** N/A (`undefined`)
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