Streaming music into Webplayer, Lag on calling audioClip member variable

Hi, my problem is that i get a lag as i try to get the length of a Audio Stream (After it has finished):

	private IEnumerator StartStreamDownload() {
		stream = new WWW(url);				//starts downloading, everything is fine,
		yield return preloadedMusicStream;	//delays until stream is loaded
		
		preloadedTrackLength = preloadedMusicStream.audioClip.length; //CREATES LAG
		lengthKnown = true;
	}

This problem should be a workaround for the fact that [musicAudioSource.isPlaying();] always returns true on a streamed audioClip, even if the streamed audio has finished. Therefore i cannot exactly test if the streamed track has finished to initiate another stream.

(Unity - Scripting API: WWW.GetAudioClip)

bumping this thread because this annoyed me again recently…

any way to determine when a stream ends other than pre-hardcode the second count of each stream?

Hi Marrt,

Can’t believe this still has to be answered.
BUMP! Need to know this also!

After streaming an audio file many functions (mostly gets from the stream) cause this lag.
Such as “GetAudioClip”, “isReadyToPlay” etc all cause this lag, probably huge amount of memory creation and fmod.
Is there no way to do this slowly instead of big slow call? Anyone?

(And streaming / playing on the fly does not work).
This whole section of the api seems to be quite slow / buggy.

Thanks,
J-LKWD