private void MaybeUnloadClip() { VarAudio.Stop(); VarAudio.time = 0f; switch (audLocation) { case MasterAudio.AudioLocation.ResourceFile: AudioResourceOptimizer.UnloadClipIfUnused(_resFileName); break; case MasterAudio.AudioLocation.Clip: AudioUtil.UnloadNonPreloadedAudioData(VarAudio.clip, GameObj); break; #if ADDRESSABLES_ENABLED case MasterAudio.AudioLocation.Addressable: VarAudio.clip = null; // must clear out clip so it can be released below. AudioAddressableOptimizer.RemoveAddressablePlayingClip(audioClipAddressable, VarAudio, _isWarmingPlay); break; #endif } LoadStatus = MasterAudio.VariationLoadStatus.None; }
private void MaybeUnloadClip() { if (audLocation == MasterAudio.AudioLocation.ResourceFile) { AudioResourceOptimizer.UnloadClipIfUnused(_resFileName); } AudioUtil.UnloadNonPreloadedAudioData(VarAudio.clip, GameObj); }