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AudioClip "Stream from disc" does not work in standalone apps
We stumbled upon this issue and was able to narrow it down to this minimal case. We have a BGM audio clip with load type set to "Stream from disc". We have a camera with AudioListener and AudioSource with the clip selected and "Play on awake" set to true.
It all works nice in the Editor - when the scene starts I hear the music starts to play. The problem is that if I make a standalone (win or mac) build, there would be no music audiable. If the load type for the clip is set to "Compressed in memory", then everything works both in editor and standalone builds.
Some investigation with manual execution of the sound shows that AudioSource.isPlaying always returns false after calling AudioSource.Play() in standalone mode. What can be done to make it work?
We've searched the internet and are puzzled that nobody else seem to have such issue. Our Unity version is 3.5.7.f6