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Use AudioManager or attach audio clips to the object directly?
Is it better to make a DontDestroyOnLoad static object that contains all the sound clips in the game, and has play and stop functions? so other scripts can easily call it to play sounds using this code.
FindObjectOfType<AudioManager>().Play("clipName");
Or attach each clip directly on the object?
At first, I thought using AudioManager is convenient, but as the game grows bigger, there are too many sound clips attached to it. And it seems that clips played by AudioManager can't present the 3D sound effect since they are all in the same object.
And what are the pros and cons of using AudioManager?
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