diff --git a/modules/ROOT/pages/Development/Satisfactory/Audio.adoc b/modules/ROOT/pages/Development/Satisfactory/Audio.adoc index 1a72e6c1..1bc76c2d 100644 --- a/modules/ROOT/pages/Development/Satisfactory/Audio.adoc +++ b/modules/ROOT/pages/Development/Satisfactory/Audio.adoc @@ -169,7 +169,8 @@ Once the AK event has ended, you must clean up the `AK Component` using the call If you would like to play a sound effect that might loop, for example, a humming/buzzing sound for a building, you should use the same AK Component for ease of reference and to avoid the creation/destruction overhead. Add an `AK Component` to your actor blueprint and set the `AK Audio Event` variable on the component. -You must ensure that you stop the event when the actor is destroyed. +Make sure to stop the audio when the actor is destroyed, +otherwise it will continue to play with no way to stop it. image:Satisfactory/Wwise/Wwise_UEAkEvent_EndPlay.png[Wwise_UEAkEvent_EndPlay, 100%]