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Pooling AudioSources + AudioClips

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So I'm concerned about how to go about implementing audio into my app; I'd rather get it done correctly the first time then have to fix something horribly broken later on. So I have these following questions: 1) AudioClips have a duplicate/instantiate event. Do I have to even worry about pooling AudioClips? 2) Pooling AudioSources. Should all AudioSources in my app be pooled, or should I only pool AudioClips when using PlayOneShot? Basically, should permanent objects get their own assigned AudioSource, while prefabs and other temporary ones use a pooled AudioSource? 3) PlayOnceAtPoint: if I have a pooled AudioSource, I could make my own version of this by using a pooled object, setting its position, playing it, them disabling it when done. This would be more efficient then the alternative, Static method? Thank you!

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