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Question by Ochreous · Dec 02, 2015 at 06:26 AM · c#randomlagmusic

C# Music Randomizer Causing Lag

I created a music Randomizer script and for some reason it's causing a noticeable amount of lag. It's pretty small so I'm not sure why it's causing lag. Though I'm pretty sure the script is causing the lag. The lag occurs immediately after I attach the script to a gameobject and when I remove it from the gameobject the lag is gone. Any ideas as to why this is occurring?

 using UnityEngine;
 
 public class Music : MonoBehaviour {
     public AudioSource audioSource;
     public AudioClip[] sounds;
     public AudioClip sound;
     public float wait;
    
     void Start(){
         audioSource = GetComponent<AudioSource>();
         sounds = Resources.LoadAll<AudioClip>("Music");
     }
  
     void Update(){
  
         if(wait <= 0f){
             sound = sounds[Random.Range(0, 10)];
             audioSource.clip = sound;
             audioSource.Play();
             wait=sound.length;
         }
         else if(wait > 0f){
             wait -= Time.deltaTime;
         }
     }
 }
 





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avatar image JedBeryll · Dec 03, 2015 at 06:56 AM 0
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Isn't loading all those tracks filling up your memory?

avatar image Ochreous JedBeryll · Dec 04, 2015 at 02:35 AM 0
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Are my audioClips large enough to cause this? I have 10 of them and they are around 2-5 mbs.

avatar image JedBeryll Ochreous · Dec 04, 2015 at 06:48 AM 0
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Then probably not.

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Answer by jmgek · Dec 04, 2015 at 02:49 AM

First I would change the way you load in the sounds at update, as it is loading a new sound every frame

  private bool checkLoad = true;
  void Start(){
      audioSource = GetComponent<AudioSource>();
      sounds = Resources.LoadAll<AudioClip>("Music");
      LoadSong();
  }
   
   void Update(){
   
          if(wait <= 0f){
              audioSource.Play();
              if(checkLoad == true)
                    LoadSong();
          }
          else if(wait > 0f){
              wait -= Time.deltaTime;
              checkLoad = true;
          }
      }
 
     void LoadSong()
     {
           sound = sounds[Random.Range(0, 10)];
           audioSource.clip = sound;
           wait=sound.length;
           checkLoad = false;
     }
 
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avatar image jmgek · Dec 04, 2015 at 02:52 AM 0
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Edited, this is the final output you should use.

avatar image jmgek · Dec 04, 2015 at 07:38 AM 0
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If this helped you remember to either vote or thumb up :)

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