AudioSource.PlayDelayed() bug

I’ve been using AudioSource.PlayDelayed() in order to ensure that the audio starts at the exact time I need it to, and have found that sometimes it plays a small bit of the audio when the function is called.

Is this a bug or is there something I’m missing? I haven’t tried it yet, but would just setting the volume of the AudioSource to zero and then back up later be a good workaround?

yield WaitForSeconds(AmountOfTime);
AudioSource.Play();

If you want an Audio source to start after a certain amount of time, use the above.
HOWEVER, this will NOT work in Update().