AudioSource.PlayClipAtPoint and AudioMixer

If I use AudioSource.PlayClipAtPoint() how can I deal with the fact that I need my AudioMixer to handle that sound?

You can’t, you need to use a proper audiosource if you want any kind of control over the clip.

I think the most common solution is to use a pooling system where you just instantiate a new object with an audiosource from the pool to play the sound, and then return it to the pool once the sound has finished playing.

Would be nice if unity support that. Maybe a AudioSource.PlayClipAtPoint(clip, pos, mixer) or yet audioMixer.Play(clip).
This function is good for playing a sound when destroying an object.

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