I have high quality car engine sounds that I need to play from various point in the sound, say I accelerate to 25% then when I release the accelerator, the decceleration sound should start at 25% to match the acceleration sound, is this possible? Play a sound with an offset(in samples or time)?
If not possible is there more useful sound libraries I can use for Unity that would work on iphone and android?
Thank you
Sorry to answer my own question but the answer is indeed obvious after all. Setting the timeSamples property before calling Play() does the trick. I assumed timeSamples was read-only.
You could set the volume to 0 and then set it to 100% after the right amount of time has passed.
But why not just slice up the audio into it's component pieces and play them individually like any sane person would do? This sounds like a seriously problematic work around.