Unity something went wrong when play too many audio clips simultaneously - unity3d

I'm making a rhythm game, and I use 'AudioSource.PlayOneShot()' function to play the hit sound when the player hits the note. I downloaded a beatmap from Osu!Mania to test my game.
I found when there's too many audio clips playing simultaneously (20 audio clips or more per second), the audio output becomes stuttered, disorder, and the audio clips played earlier will temporarily be muted until the number of simultaneous audio clips playing is cut down to a certain amount...
It's common in difficult levels of rhythm games (play many audio clips simultaneously), I'm wondering how to solve this problem.
The problem exists on Windows whether on the Editor or not, and the FPS is OK when the problem happened.
Sorry for poor English.
The expected performance is playing many audio clips simultaneously fluently.

Okay... I've found the solution myself.
Open Edit->Project Settings->Audio,
and change the setting 'Max Real Voices' and 'Max Virtual Voices'.

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No audio heard unless facing audio source unity

I have a script, to play a sound clip when a footstep is taken. I use events in the animation tab, and when I play the sound, it will only be audible if i am looking at the character, or npc, the audio source is in fact on the character, but i don't know what is causing this.
On your AudioSource, you could play around with the 3D sound settings:

Changing the pitch of a sound effect (SFX) in iOS. (Audio playback)

I have a sound effect that I play on a certain event in the game. When the player chains a few of these events together the same sound may play from 1 to 4 times in a row.
Its hard to find sfx that increase in pitch but are the same sound effect, so I was wondering is there a trick/method in iOS that you can use that will play a sound file but change the pitch(correct term?) of the sound while playing?
Many Thanks,
-Code

Play mp3 file smoothly upon dragging a scroll using AVToolbox or openAL

I have been facing this since so many days but I have not reach to any conclusion.
My problem is : I want to play an mp3 file but not simply by clicking on a play button.
It is this way I want to play it.
*There is a slider that I can drag using finger, I want that the mp3 should play with the frequency with which I am dragging the finger (or speed with which I am dragging my finger, so that it will give an effect of fast forwarding (funny type of voice)) or if I drag slider slowyly the output will be slow *
The problem is the output of the sound is not coming out smooth. its very distorted and disturbed voice.
I want the outuput to be smoother.
Please help. Any suggestions please. Presently I am using AVAudioPlayer and passing the time value based upon slider input to play the file. (It does not seems to be feasible though).
I feel that it is possible using openAL only and no other way. Because using openAL we can modify the frequency of the sound file (pitch)
CAN SOME ONE PLEASE REFER ME A LINK TO openAL implementation for iPhone . I have never played a sound file using openAL
Help!!
You won't be able to do it with AVAudioPlayer, as it does not support pitch operations.
You can load and decode the entire track into memory for playback with OpenAL (which supports pitch), or you can do realtime loading/decoding and pitch changing using Audio Units (MUCH lower level, and more complicated, though).

background music stops after 3/4 runs in iphone app

I am playing sounds in loop in my app. So it should continue playing through out the app. but sometimes it stops after playing sound for 3/4 times.I don't understand whats happening.
I am using audio-toolbox framework for playing sound. creating audio queue and then playing sounds in loop. I am also playing sound from ipod library using mediaplayer. Same thing happening with song from ipod.
I have set [musicPlayer setRepeatMode: MPMusicRepeatModeOne]; but still it stops after 3/4 times.
How exactly are you playing the sound? Show us the code. Do you use System Sound Services? They are not meant to play longer sounds, quote Audio Toolbox Reference:
You can use System Sound Services to
play short (30 seconds or less)
sounds.
This could be the source of your problem. But until you show us the code we can’t but guess.

How can I speed up or slow down a background music track with iPhone SDK?

Is there an easy way to control the playback speed/tempo of a sound file loop played using Audio Queue Services? For example, if a game is playing background music, I want to make the BGM speed up as time runs out, but without changing the pitch of the music. Thx!
There's no trivial way to do this that I know of. On the Mac, you'd presumably use Audio Units to do this, but I think the support for those is limited on the iPhone SDK.
You can do some processing during your AudioQueue playback callback, between AudioFileReadPackets() and AudioQueueEnqueueBuffer() but I think speed-shifting without changing the tone will require rather a lot of CPU time.
It'd probably be easier to have more than one recording of the music, and switch files during a silent passage of the music.