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Update modules/ROOT/pages/Development/Satisfactory/Audio.adoc
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Co-authored-by: Rob B <computerguy440+gh@gmail.com>
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mrhid6 and budak7273 authored Jan 7, 2025
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Expand Up @@ -167,9 +167,7 @@ Once the AK event has ended, you must clean up the `AK Component` using the call

==== Looping Events

If you would like to play a sound effect that might loop, for example, a humming/buzzing sound for a building.

The best method is to add an `AK Component` to your blueprint and set the `AK Audio Event` variable on the component.
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.

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