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Question by NathanJSmith · Mar 03, 2018 at 05:35 AM · android2d2d gameaudiosound

2D game - how to optimize performance for audio when you do not need 3D audio?

Currently, I use t$$anonymous$$s code to play 2d sound (just play a 3d sound at the camera, just because I don't need a 3d sound in t$$anonymous$$s case)

 public AudioClip pGameOver = null;
 //...
 AudioSource.PlayClipAtPoint(pGameOver, Camera.main.transform.position);

I don't know if it's better (in performance favor) to use the static function AudioSource.PlayClipAtPoint() instead of creating an AudioSource to call its Play() function. Obviously, in the first option, I can't play 2d sound (I t$$anonymous$$nk), but if I use the second option I can play 2d sound. But I t$$anonymous$$nk the first option is more safe because I can play multiple sounds.

So how to optimize optimize performance for audio when I don't need 3D audio effect? All I need is playing a wav file as it is.

My target platform is Android.

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WinterboltGames

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avatar image Chik3r · Mar 03, 2018 at 12:57 PM 2
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You know you can play multiple audios with one audio source and in 2D sound. Just use aSouce.PlayOneShot(clip)

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Answer by WinterboltGames · Mar 03, 2018 at 01:30 PM

In the audio source, inspector move the Spatial Blend to the very left and alt textyou are good to go. and then use AudioSource.PlayOneShot(Clip);


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