First off, I’m using Unity 5.2.3. I have a bunch of .wav sounds that I play like this:
Debug.Log(m_audioAssets.m_soundBanks[(int)m_currentSoundBank].m_multiplier[data].loadState);
m_multiplierSource.clip = m_audioAssets.m_soundBanks[(int)m_currentSoundBank].m_multiplier[data];
m_multiplierSource.Play();
The Debug.Log is just there temporarily, to verify that the sounds’ loadState is “loaded”. It is, every time they play. But the first time they play on my iPhone, there is a noticable delay before they start. After playing the first time, they work fine.
What am I supposed to do to get these sounds to preload properly? I have their “Preload Audio Data” boxes checked in the import settings, and they’re set to “Decompress on Load”.