@burnsj002, you need to separate the concept of “loading” and “playing”. Loading gets the sound in memory. Sound files can be large depending on stereo vs. mono, sample rates, and other features.
Let’s say for example a short sound like a weapon firing sound or a beep takes a second to load with audio.loadSound(), it will likely take a second to open with audio.loadStream() as well. But a 5-minute background track may take 30 seconds to load (I’m making up times just to use as an example, and are not realistic times). You don’t want your app to stop doing anything for 30 seconds if you use audio.loadSound(), but your app will continue without delay if you use audio.loadStream(). In either case, doing:
audio.load???()
audio.play()
back to back may have a noticeable lag because it takes time to open the audio file, and load in enough (in the case of loadStream() or the whole file in the case of loadSound()) to be able to start playback.
Preloading your short sounds before you need them is a best practice. Using audio.loadStream() on your soundtracks is the best practice and a brief delay there shouldn’t be an issue.
Rob