I’ve reported this bug a long time ago and I’m surprised it hasn’t been fixed in Unity 2021.2 yet. The TL;DR is this: if I use a Compressed in Memory audio clip in a build made with Unity 2021.2 it will never stop playing and will live in memory forever even though I destroy the AudioSource. The workaround is to use the “Decompress on Load” load type. However this has huge negative memory implications and it frankly cancels out the memory gains from using native ASTC/DXT compressed texture formats for mobile builds.
Does anyone know a workaround for this that lets you use the Compressed in Memory load type?