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Usage of DownloadHandlerAudioClip.streamAudio

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Hi all, I am trying to start playing an AudioClip before it has been completely download as hinted at in the documentation for [DownloadHandlerAudioClip.streamAudio][1]. I have written this sample code to illustrate the use I would expect to work: private IEnumerator StartAudioStream() { // Prepare stream string url = "www.brainybetty.com/FacebookFans/Feb112010/ChillingMusic.wav"; DownloadHandlerAudioClip downloadHandler = new DownloadHandlerAudioClip(string.Empty, AudioType.WAV); downloadHandler.streamAudio = true; UnityWebRequest request = new UnityWebRequest(url, "GET", downloadHandler, null); // Start stream UnityWebRequestAsyncOperation token = request.SendWebRequest(); AudioClip audioClip = null; while (audioClip == null) // Ensure audio header completed { try { audioClip = DownloadHandlerAudioClip.GetContent(request); } catch (Exception) { } Debug.LogFormat("Waiting for AudioClip: bytes={0}", request.downloadedBytes); // The complete file is 4834942 bytes yield return 1f; } // Play AudioClip source.clip = audioClip; source.Play(); yield return 0; } Thank you in advance for your time. [1]: https://docs.unity3d.com/ScriptReference/Networking.DownloadHandlerAudioClip-streamAudio.html

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