void UAkGameplayStatics::LoadInitBank() { FAkAudioDevice * AudioDevice = FAkAudioDevice::Get(); if( AudioDevice ) { AudioDevice->LoadInitBank(); } }
void FAssetTypeActions_AkAudioBank::LoadInitBank(TArray<TWeakObjectPtr<UAkAudioBank>> Objects) { FAkAudioDevice* AudioDevice = FAkAudioDevice::Get(); if ( AudioDevice ) { AudioDevice->LoadInitBank(); } }