forked from MoonsideGames/FAudioGMS-Docs
Update Functions-(Essentials).md
parent
1df246b8e7
commit
d0e5a53616
|
@ -7,7 +7,7 @@
|
||||||
|`spatialDistanceScale`|number |Volume scaling factor. Higher numbers make sounds that are further away quieter. A recommended value is `50`|
|
|`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` |
|
|`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 | | |
|
|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.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue