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Question by guitarjorge24 · Mar 17, 2019 at 02:10 PM · audiowaitforsecondscoroutinesefficiencyclip

Is it more efficient detect when audio clip ends with AudioSource.isPlaying or with AudioClip.length?

I want to trigger an event when an audio clip finishes playing. Would it be more CPU efficient to keep checking if the audio clip is playing with
WaitUntil(() => audioSource.isPlaying == false);

or would it be more efficient to use: WaitForSeconds(audioClip.length); to simply wait a certain amount of time?
How can run a test in Unity to see which one is more CPU efficient?

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