I can't reproduce this. Can you give me some reproduction steps?
Is it possible that something else is stopping the audio?
Also, please be aware that AudioWait() will load the addressable, play it, and then unload it. Audio(), on the other hand, doesn't know when you're going to be done with the audio clip, so it doesn't unload it. If it's OK to keep it loaded in memory, you don't need to do anything extra. However, if you want to unload it from memory, pass the audio source's clip to DialogueManager.UnloadAsset().
I was just thinking about this more. So if I use Audio(), does that mean that unless I manually unload the clip, it stays in memory forever, or will it be unloaded when the scene changes?
I was asking about that on the Unity forum with respect to loading in animation clips and someone said:
https://forum.unity.com/threads/are-add ... ge.960261/
"""
The only assets that are cleaned up on scene loads are those that are loaded through Addressables.InstantiateAsync. Anything else that is loaded through Addressables.LoadAssetAsync (like your animation clips) will need to be unloaded manually. Using the scene manager's callbacks for that purpose should work.
'''"
Sounds good! I'll opine there . Maybe it could be a conditional checkbox even. I'm sure some games have lots of unique dialogue like adventure games (me and some not so much.