Set Start Time
What it does: Sets the startTime in seconds of the given sound and returns an AudioError (see Possible Errors), showing wheter and how setting the given startTime failed.
- DOES_NOT_EXIST
 - MISSING_WRAPPER
 - MISSING_SOURCE
 - MISSING_CLIP
 - INVALID_TIME
 
How to call it:
SoundNameis thenamewe have given the sound we want to playStartTimeis the moment we want to play the sound at so instead of starting at 0 seconds we start at 10 secondsChildis theChildTypethat we want to call this method on
string soundName = "SoundName";
float startTime = 10f;
ChildType child = ChildType.PARENT;
AudioError err = am.SetStartTime(soundName, startTime, child);
if (err != AudioError.OK) {
    Debug.Log("Setting startTime for the sound called: " + soundName + " to the value: " + startTime.ToString("0.00") + " failed with error id: " + err);
}
else {
    Debug.Log("Setting startTime for the sound called: " + soundName + " to the value: " + startTime.ToString("0.00") + " succesfull");
}
Alternatively you can call the methods with less paramters as some of them have default arguments.
string soundName = "SoundName";
float startTime = 10f;
AudioError err = am.SetStartTime(soundName, startTime);
if (err != AudioError.OK) {
    Debug.Log("Setting startTime for the sound called: " + soundName + " to the value: " + startTime.ToString("0.00") + " failed with error id: " + err);
}
else {
    Debug.Log("Setting startTime for the sound called: " + soundName + " to the value: " + startTime.ToString("0.00") + " succesfull");
}
When to use it: When you want to play a sound but skip a portion at the start. Could be used if only the second part of your sound is high intesity and normally you want to build up the intensity, but not when the game is in a special state. Additionaly this method makes it possible to use another Play method of the AudioManager and still start a the given startTime.
Remarks: Does not reset the startTime when playing the sound again use PlayAtTimeStamp for that.