I'm trying to figure out how the Audio tracks on the timeline work. Unfortunately, even if you open up the timeline DLL, all the Audio playable stuff is internal calls, so there's no way to see what's actually being called by e.g. ProcessFrame. As near as I can figure, when an Audio clip plays, it triggers a weird kind of OneShot or similar to play the clip. This is really a strange design decision, and a strange implementation: * If you change parameters on the AudioSource while the clip is playing, it updates the audio. For instance, if you increase the volume or change the spatial blend, the playing clip changes accordingly. * Certain fields seem to be ignored; for instance, changing the pitch on the AudioSource has no effect on playback * There is no way to tell if the AudioSource is currently being used to play a timeline clip. AudioSource.isPlaying returns false, and AudioSource.clip returns null. I have to ask: why was this the choice for how audio should work in the timeline? Why do the AudioMixerPlayable, AudioPlayableAsset, etc. rely on so many internal calls? And why isn't there a PlayableBehaviour for audio clips like there are with the other, sample track types?