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AudioSource.PlayScheduled amount limit?
I have (seemingly) exhausted google for an answer to this, so thought it was time to actually ask someone.
I am doing something of an experiment, and in it I need a large amount of sounds being played in close proximity to one another. They may or may not overlap, but they need to be able to overlap. All the sounds uses the same Audio Clip, but its parameters (ptich, pan, volume etc.) are different for every sound, and thus I (think I) need an AudioSource for each one.
I am using AudioSource.PlayScheduled() to play the sounds. The problem seems to occur when I have >100 Audio Sources. The first 100 (or 99, not entirely sure) plays without a hitch, but none plays after that.
Example code:
 private AudioSource[,] audio;
     int c = 0;
     int x = 20;
     int y = 10;
     
             for (int i = 0; i < x; i++)
             {
                 c++;
     
                 for (int j = 0; j < y; j++)
                 {
                     c++;
                     audio[i,j] = gameObject.AddComponent("AudioSource") as AudioSource;
                     audio[i,j].clip = (AudioClip)Resources.Load("MyClip");
                     audio[i,j].pan = panConstant * i + panOffset;
                     audio[i,j].pitch = pitchConstant * j + pitchOffset;
                     audio[i,j].volume = 0.3f;
                 
                     audio[i,j].PlayScheduled(AudioSettings.dspTime + c * 0.1);
                     audio[i,j].SetScheduledEndTime(AudioSettings.dspTime + c * 0.1 + 0.1);
                 }
 }
 
               c is used to play each sound when the previous one has ended. Solely for the purpose of testing that PlayScheduled works properly. (in other words I'm aware that in this case the sounds are not playing simultaneously).
One last thing: I don't know if >100 Audio Sources playing at the same time is ridiculous, maybe it is, but I haven't figured out another solution and ideally I would like at least 240 sounds...
Thanks for your time!
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