![]() You could then trigger the sound by calling audio.Play() from a script on the same object. The first method to achieve this would be to not have an AudioClip Variable at all, but instead attach an Audio Source component to your GameObject (or to the pickup object), and drag the AudioClip into that Audio Source Component.Once you have your Audio Source set up correctly, there are two ways to trigger sounds from a script: Assign your AudioClip to the Audio Source.An Audio Source will be attached to the GameObject in the inspector. You can search for Audio Source and select this.With the new GameObject selected in the inspector, click Add Component.Go to GameObject and click Create Empty from the menu.Import your audio files into your Unity Project.You need to add the Audio Source as a component to a GameObject to make this object become an Audio feature. GameObjects do not do anything on their own. Audio Sources need to be attached as a component to a GameObject. The Audio Source is a controller for starting and stopping playback of that clip, and modifying other audio properties. The AudioClip is the actual sound file that will be played back. Use the Audio Source in a script to trigger sounds to play at specific points in your game. ![]() Attach your AudioClip to an Audio Source to play it back in your game.You have imported an audio file into the Unity Editor which creates an AudioClip. I want to add several sounds to the script instead of just playing audio from the Audio Source itself.I want to play sounds from a script that is attached to a Prefab.
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