# LoadAudioData()

> Loads the asset data of an AudioClip into memory, so it will immediately be ready to play.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.AudioModule

```csharp
public bool LoadAudioData()
```

### Returns

| Type                                                          | Description                                     |
| ------------------------------------------------------------- | ----------------------------------------------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | 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 `AudioClip.LoadAudioData` in methods like `Start()` of MonoBehaviour.

If you don't use this method and use [AudioSource.Play](/engine/6000.0/script-reference/unityengine/audiosource/play.md) 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, `AudioClip.LoadAudioData` loads your audio clips in advance so they're ready to immediately play when necessary.

Key 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](/engine/6000.0/script-reference/unityengine/audioclip/preloadaudiodata.md) set to `true`.
* It loads the [AudioClip](/engine/6000.0/script-reference/unityengine/audioclip.md) synchronously, unless [AudioClip.loadInBackground](/engine/6000.0/script-reference/unityengine/audioclip/loadinbackground.md) 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](/engine/6000.0/script-reference/unityengine/audioclip/loadstate.md) to monitor the current load state of the audio data.

```csharp
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](/engine/6000.0/script-reference/unityengine/audiosource/play.md) to play an unloaded AudioClip, [AudioSource.Play](/engine/6000.0/script-reference/unityengine/audiosource/play.md) 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.
