/// <summary> // An experimental feature in the case that you really want the audio to start in an instant you call Play. // By normally using Play and Stop it loads the audio the moment you called Play. It will introduces a // small delay in the case of a large audio file. // But by using this before actually calling Play it will be instant. However be aware that RAM is managed less efficiently in the following case. // Normally Introloop immediately unloads the previous track to minimize memory, but if you use Preload then // did not call Play with the same IntroloopAudio afterwards, the loaded memory will be unmanaged. // (Just like if you tick "Preload Audio Data" on your clip and have them in a hierarchy somewhere, then did not use it.) /// </summary> public void Preload(IntroloopAudio audio) { audio.Preload(); }