I know from documentation that
AudioSource.timeSamples
Use this to read current playback time
or to seek to a new playback time in
samples, if you want more precise
timing than what time variable allows.
http://unity3d.com/support/documentation/ScriptReference/AudioSource-timeSamples.html
However with this property is possible to control (seek) only the starting point of the clip. Not the ending !
I have a very long audio (.wav) and I need to play a sound exactly starting from a timeSample position for a quantity in timesamples (which is variable and depending of the words). The sound sequence to play is NOT decided when I compile the application.
I don’t want to split the file into smaller clips and yield, I would like to map the track and, in the code, using the start and end position play the sub clip only.
Is this possible in Unity3D, why the clip can have a seek but not a duration and has to be played till the end?
Thanks.