Hi all–I had to update a published game from U4 to U5, and my looping music is now acting up.
I have a simple system to play a track intro, then seamlessly transition to a loop that continues until the player finishes the level. Just a couple of lines:
musicStart.Play ();
musicLoop.PlayScheduled(AudioSettings.dspTime + musicStart.clip.length);
This worked pretty well in U4–the start of the musicLoop clip would only ever be off by a fraction of a second, not enough to really be noticeable. In U5, however, musicLoop habitually barges in as much as a full quarter-note before musicStart is finished, which is, uh, noticeable. And it’s not consistent, so it’s not like I can just hard-code in further offsets.
Does anyone have ideas on this one? Advice much appreciated. Thanks!