bool Returns true if the clip is loaded into memory.
Loads the asset data of an AudioClip into memory, so it will immediately be ready to play.
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 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
:
true
.true
.true
.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.