Audio looping problems with audio.time

Hello,
I noticed how when I set AudioClip.time to the audio clip’s length while the clip is playing, I get an error that says that the time is not within the clip’s range, so, it seems like I have to set it to anything that is less than (<) the clip’s length and not less than or equal to (<=). Therefore, when I want to create a ‘looping’ effect (based on a variable), I have to write…

if (varName < clip.length * 0.9f) {

}

or 90% of the clip’s length (to assure that WHILE the clip is playing, it doesn’t ‘cross over’ the clip’s length’s range). If I multiply it by 0.99f or 0.999f, there is a greater ‘risk’ of that happening. What if Unity could develop a built-in way of having AudioClip.time ‘modulate’ where the sound should be playing (upon the developer’s request), and even base it on negative numbers?.. so if AudioClip.time is set to -1, it would play from the clip’s length - 1?.. and no ‘out of range’ errors could ever come out of it? Could this be a ‘framing’ problem?

I don’t often touch audio code, so I have a dumb question:

Why do you want to set the time to the clip’s length? If it’s supposed to loop, why not just set it to 0?

because I chose to make the time of the clip is based on a variable that increments by Time.deltaTime (as the game’s time), so that AS I mess with a control in my game that ‘changes’ the ‘multiplication’ of Time.deltaTime (making it either positive or negative, based on IF I make something like a minute hand on a ‘clock’ move forward or backward), the time of the clip is set to the game’s ‘time’. It seems like IF I set the time anywhere NEAR the clip’s length, and the sound plays at the next available frame and the time then ‘crosses over’ the clip’s length, I get an error, which I think COULD BE a glitch. I’ve had this problem before in writing my other games.