Is there a "QueueMode" or "Play After" method for Audio?

It seems to me like Audio in Unity would really benefit from the same type of benefit as animations, yet it doesn’t seem to have the same easy functionality.

For example, an Animator can be attached to a whole array of animations… but to attach a bunch of clips to an AudioSource, you need to do it in the script? A lot more time-consuming, and still lacking functions to play a clip by name (like you can with animations), and still lacking functionality to check when one sound is done so you can move onto another (like you can do with PlayQueued on Animations)

Am I missing something here? When I search this topic, a TON of people ask the same thing, but the answer is always something convoluted like “You need to yield and wait for seconds to wait for the duration of the sound.” But if Unity can do that automatically for animations, why isn’t the functionality there to do it for audio clips?

(there are problems with the yield method; for example, now I have to turn my simple void function into a coroutine? I have to do that in order to get the audio to play the same way I get the animations to play – one right after another?)

The simplest answer would be, “It just has not been implemented yet.” But why exactly does it matter? The feature you are looking for is not there, so you have to look elsewhere for solutions for the time being.

Just wondering if I was missing something since it seems like a fairly commonly required task (maybe not quite as common as animation, but still…)