So I'm concerned about how to go about implementing audio into my app; I'd rather get it done correctly the first time then have to fix something horribly broken later on. So I have these following questions:
1) AudioClips have a duplicate/instantiate event. Do I have to even worry about pooling AudioClips?
2) Pooling AudioSources. Should all AudioSources in my app be pooled, or should I only pool AudioClips when using PlayOneShot? Basically, should permanent objects get their own assigned AudioSource, while prefabs and other temporary ones use a pooled AudioSource?
3) PlayOnceAtPoint: if I have a pooled AudioSource, I could make my own version of this by using a pooled object, setting its position, playing it, them disabling it when done. This would be more efficient then the alternative, Static method?
Thank you!
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