Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

AudioClip.LoadAudioData

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Declaration

public bool LoadAudioData();

Returns

bool Returns true if the clip is loaded into memory.

Description

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

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.