LoadAudioData()
Loads the asset data of an AudioClip into memory, so it will immediately be ready to play.
Read time 2 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.AudioModule
public bool LoadAudioData()
Returns
Type | Description |
|---|---|
| bool | Returns true if the clip is loaded into memory. |
Remarks
Use this method when your application can afford an upfront performance overhead. The overhead happens because this method loads resources in ahead-of-time. It's recommended that you use in methods like of MonoBehaviour.
AudioClip.LoadAudioDataStart()If you don't use this method and use AudioSource.Play on an unloaded audio clip, the clip still loads in before playback, but it can cause delays due to the clip loading in dynamically. In contrast, loads your audio clips in advance so they're ready to immediately play when necessary.
AudioClip.LoadAudioDataKey details about :
AudioClip.LoadAudioData- If you call it on an audio clip that is already loaded, it does nothing and returns .
true - It doesn't reload clips that have AudioClip.preloadAudioData set to .
true - It loads the AudioClip synchronously, unless AudioClip.loadInBackground is set to .
true - If you play a clip that is loading in the background, the audio source will delay playback until the clip is ready to play.
- You can use AudioClip.loadState to monitor the current load state of the audio data.
using UnityEngine;public class LoadClipAtStart : MonoBehaviour{ AudioClip m_Clip; void Start() { m_Clip.LoadAudioData(); //Components that use AudioClip, for example AudioSource, are ready to immediately use the audio data, rather // than triggering a load themselves. }}
Use this method when your application can afford an upfront performance overhead, which happens because this method loads resources in ahead-of-time. For example, use AudioClip.LoadAudioData in the Start() method of MonoBehaviour.
If you use AudioSource.Play to play an unloaded AudioClip, AudioSource.Play will load that AudioClip. If an AudioClip is already loaded, AudioSource.LoadAudioData will not reload it and return true. This method won't reload AudioClips with preloadAudioData set to true.
This method loads the AudioClip synchronously.