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AudioSource on each object or central manager
Hi, in my first game i am currently running into a "best practice" question for my sound setup.
The game is roughly explained a skill/puzzle game where you have to direct objects into a target my deflecting them somehow. Since there can be quite a lot of objects and thus collisions I am worrying about performance and setup.
Currently I am having an AudioSource on the root prefab for all the colliders which holds all the clips for various sounds and its variants in a script component, that does the choosing and playing of the sounds.
Is that a valid approach or should I create some kind of sound manager that gets a reference in each object and is used to play the sounds?
Would be great to get guidance before I run into troubles at a later point.
Cheers
Alex
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