I have a Unity project with 3 separate looping Audio Clips and a single Audio Source. Based on certain events, I swap between which of them are playing.
This works fine, but whenever I swap between Audio Clips, the AudioSource stops playing, and must be restarted... which means it starts over from the beginning.
As the Audio Clips are the same length, how should I handle the logic to pickup where the previous Clip last left off? Neither Unity's AudioClip nor AudioSource classes seem to have either a "PlayFromTime()" or "GetPercentPlayed()" method that would facilitate using a single Audio Source.
What's the expected way to handle such a scenario? Simultaneously "play" from 3 AudioSources at once, muting 2 of them and leaving the last the only one that is actually heard?