Load Assets - WWW vs File

Hello,

I’m working on a Save and Load system for Textures and AudioClips. Everything works perfectly. For my Texture Loader, I’m using:

File.ReadAllBytes()

Where as for my AudioClip Loader, I’m using:

www.GetAudioClip(false);

I’m just wondering if I can stick to only one method for both (either WWW or File), and which one should I use? What’s the benefits of using one over another?

Thanks.

– Update –

I forgot to mention that this is for iOS.

They aren’t doing the same thing.

File.ReadAllBytes() returns the file as a byte array (byte) and then you can do whatever you want with it, put it into any kind of stream, etc. This is also a .NET method.

www.GetAudioClip on the other hand is actually returning type of AudioClip instantiated and all that sweetness. This is a Unity conveyance method.

Another method would be to use the Resource.Load method from the Unity Engine which can load both types.