i use PlayOneShot to play my audio file. it is ok on editor and mac build. there is a delay on my ipad 2. i used all audio import parameters. what is the solution?
i found this solution. it works. if it is mandotory, why unity doesn't set it default for ios build? I just looked in the release notes and they mentioned a new setting for the latency. It can be found under Edit->Project Settings->Audio->iOS DSP Buffer Size. I set that to "Best Latency" and there is no longer a pronounced delay!
I agree, it's pretty much a bug as far as I'm concerned. "Oh no, I *want* an annoying delay before my sounds play..."
If you wish to go further than "Best Latency" you can use native methods of each platform. I just made Native Audio asset store plugins which can make a native call to both iOS and Android's fastest native way from one central interface. https://www.assetstore.unity3d.com/#!/content/107067 There are various ways of playing audio at native side, here's my choice : - On iOS it uses OpenAL. It is faster than AVAudioPlayer, AudioToolbox, and SystemSound. - On Android it uses AudioTrack, I confirmed it to be faster than SoundPool and no meaningful difference from C++ side OpneSL ES of NDK. I have compiled all of my findings in here : http://exceed7.com/native-audio