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Question by alexxUID · Sep 01, 2020 at 11:53 AM · poolingaudio sourcebest practices

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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