void Awake()
	{
		if (ms_Instance != null)
            return; //Don't init twice

		DontDestroyOnLoad(this);
		ms_Instance = this;
		// Do nothing. AkGlobalSoundEngineTerminator handles sound engine initialization.
	}
 void Awake()
 {
     if (ms_Instance != null)
     {
         return; //Don't init twice
     }
     DontDestroyOnLoad(this);
     ms_Instance = this;
     // Do nothing. AkGlobalSoundEngineTerminator handles sound engine initialization.
 }
 public override void Awake()
 {
     base.Awake();
     if (ms_Instance != null)
     {
         return;             //Don't init twice
     }
     ms_Instance = this;
     // Do nothing. AkGlobalSoundEngineTerminator handles sound engine initialization.
 }
    public void Terminate()
    {
        if (ms_Instance == null)
        {
            return;             //Don't term twice
        }

        // NOTE: Do not check AkGlobalSoundEngine.IsInitialized()
        //  since its OnDestroy() has been called first in the project exec priority list.
        AkSoundEngine.Term();
        ms_Instance = null;
    }
    void Terminate()
    {
        if (ms_Instance == null)
        {
            return; //Don't term twice
        }

        // NOTE: Do not check AkGlobalSoundEngine.IsInitialized()
        //  since its OnDestroy() has been called first in the project exec priority list.
        if (AkSoundEngine.IsInitialized())
        {
            AkSoundEngine.Term();
            // NOTE: AkCallbackManager needs to handle last few events after sound engine terminates
            // So it has to terminate after sound engine does.
            AkCallbackManager.Term();
        }

        ms_Instance = null;
    }
	void Terminate()
	{
		if (ms_Instance == null)
		{
            return; //Don't term twice
        }

        // NOTE: Do not check AkGlobalSoundEngine.IsInitialized()
        //  since its OnDestroy() has been called first in the project exec priority list.
		if (AkSoundEngine.IsInitialized())
		{
            AkSoundEngine.Term();
            // NOTE: AkCallbackManager needs to handle last few events after sound engine terminates
            // So it has to terminate after sound engine does.
            AkCallbackManager.Term();
		}

		ms_Instance = null;

	}