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Question by DannyB · Feb 22, 2014 at 04:33 PM · audiomemoryresources

Best way to handle 100+ sound files

Hi,

I have an audio controller that occasionally plays a random audio clip, out of a list of about 150 clips. Right now, these clips are simply attached to this object in its public AudioClip[] array. They are all short "compressed in memory" audio files.

As I understand, this setup means they are all loaded into memory on level load.

I was wondering if perhaps a better way to deal with it would be to use Resources.Load() instead, or perhaps there is a better way to make it so each clip is loaded as needed, and its memory is freed when done playing.

Thanks for any tips.

EDIT: I am also considering using StreamFromDisc, as I will usually have no more than 2 of these playing, but still I am suspecting it might cause noticeable performance hiccups.

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