![unity audio overload unity audio overload](https://img.itch.zone/aW1hZ2UvODE0MTAzLzQ2NDg2NTUuZ2lm/347x500/djc55j.gif)
It has almost the same code as the normal Enemy AI, but I've changed it to target the Enemy instead of the Player. I went through the Survival Shooter tutorial, and decided to add a little Ally "Zombie" AI. We’d recommend this option only for very small files and only in the case that you’re certain they will be triggered one at a time and not all at once.I'm new to Unity. If they are too big, they could stall the main thread, resulting in a frame hitch, something we definitely don’t want. When audio assets with this setting are called, they will use the main thread to load themselves.
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Deselecting both Preload Audio Data and Load in Background leaves us with the final option.Since they are just there to add a dynamic ambience to the scene and are not connected to any specific gameplay elements, it doesn’t matter if loading them results in delay. Sounds that have no relationship to visual elements can benefit the most from the setting, the best example being random ambient sounds. The file will remain loaded so this problem will only be there for the first call. Depending on the file size, this could cause a noticeable delay between the play call and the actual sound. When only Load in Background is selected, the audio file will load once it is called and play as soon as it is ready.This is great for audio assets linked to enemies or items that appear at a further point in the scene, victory and loss sound effects that come only after combat situations, or audio synced to visual elements triggered at a later point in the gameplay. With this setting, the scene will be ready faster because it isn’t waiting unnecessarily on audio assets that aren’t needed right away. Selecting both Preload Audio Data and Load in Background means the audio data will begin loading during the scene loading process, but the scene’s playability won’t be delayed by it.This is important for audio that needs to be ready as soon as the scene is, such as footsteps, UI, and any audio that might be synced to visual elements that occur early in the scene. Selecting only Preload Audio Data means the scene will not be playable until the audio data is completely loaded.If our Load Type settings determine how our audio assets will be loaded, then the Preload Audio Data and Load in Background settings determine when they will be loaded.
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However, any audio elements that aren’t needed in the scene within the first few seconds of gameplay may be unnecessarily delaying the start of the scene. This can be good because the loading process will not interrupt real-time gameplay. In the case that you have a lot of audio data to be loaded and decompressed into memory, and the loading of all other game elements is done, the scene loading process will be stalled by the audio. Note that play requests on AudioClips that are still loading in the background will be deferred until the clip is done loading.Īs we know from our previous tutorial, when we select Preload Audio Data, the loading of the audio files will take place before the scene is actually playable. If enabled, the audio clip will be loading in the background without causing stalls on the main thread.
#Unity audio overload manual
The Unity Manual provides a good explanation for Load in Background so let’s start there: This tutorial explains why optimizing the “when” factor is so important for your game’s performance Load in Background If our Load Type settings determine how our audio assets will be loaded, then the Preload Audio Data and Load in Background settings determine when they will be loaded. These two options are intricately related and it’s important to understand how they function in context. If you haven’t check out our tutorial on Preload Audio Data, we’d recommend doing so before continuing.