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Question by snow404 · Sep 02, 2013 at 05:48 PM · wwwloadingclear

RAM problem loading a lot of sound files using WWW.

I am using WWW in csharp to load thousands of sound clips one at a time stored in a folder on my computer. Every time I load a sound using WWW www = new WWW(file path); and play it, memory usage grows. Is there anyway to clear the previously loaded files from memory. After around 1600 loaded and played files, not$$anonymous$$ng can be loaded.

Here is my csharp code:

 using UnityEngine;
 using System.Collections;
 using System.IO;
 
 public class audioLoad : MonoBehaviour {
     
     public string path = "c:/oggunity/"; 
     public bool randomize = true;
     public float minWaitTime = 0f;
     public float maxWaitTime = 5f;
     public float waitTime=0f;
     public float counter =0f;
     public int actualClip=0;
     public string[] files;
     WWW wwwFile;
     private bool gate=true;
     private int previousClip;
     public string actualFile;
     
     // Use t$$anonymous$$s for initialization
     
     void Start () {
     
     files=Directory.GetFiles(path,"*.ogg");
     
             
     }
     
     // Update is called once per frame
     void Update () {
         
         if(!audio.isPlaying && audio.clip.isReadyToPlay)
         {    
             if (gate==true)
             {    
                 
                 if(randomize)
                 {
                     do{actualClip=Random.Range(0,files.Length);}w$$anonymous$$le(actualClip==previousClip);
                     previousClip=actualClip;
                 }
                 else
                 {
                     if (actualClip<files.Length-1)actualClip++; else actualClip=0;
                     previousClip=actualClip;
                 }
                 
                 wwwFile = new WWW ("file:///"+files[actualClip]);
                 Debug.Log("new file loaded");
                 actualFile=files[actualClip];
                 gate=false;
             }
             
             if (counter<waitTime)
             {
                 counter+=Time.deltaTime;
             }
             else
             {
                 audio.clip=wwwFile.audioClip;
                 audio.Play();
             }
             
         }
         
         if(audio.isPlaying && gate == false)
         {
             gate=true;
             counter=0f;
             waitTime=Random.Range(minWaitTime,maxWaitTime);
             
         }
         
     }
     
     
     
         
     
     
         
 }
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Answer by snow404 · Sep 02, 2013 at 06:45 PM

To free the memory :

Resources.UnloadUnusedAssets();

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