Best way to implement a global audio manager

Hey,

In my game I use an external audio library.
For this reason, I need an audio manager capable of retrieving the data of AudioClips and performing some other operations related to the library, in order to play sounds, etc. This manager will have to work in multiple levels/scenes, and I’d like to avoid using an instance of it in every scene.

As the Unity noob I am, I’m having a bit of trouble thinking this through…
Should I build the manager as a singleton?
Or should it be a “normal” class and call its constructor on a level 0 and use DontDestroyOnLoad?

thanks

EDIT: This >>post<< provides a good discussion about a similar doubt.

Bump! Nobody?

You could download this: Unity Asset Store - The Best Assets for Game Making and use it… or look how it’s made and make your own modification.

Thanks for your reply. Although, that’s not what I’m looking for. I really have to implement my own because the audio will be played by an external library.

From what I’ve read so far the best option is a singleton class.

Why do you need to use an external library ? Can’t you just import your stuffs to unity ?

Not in this case. I’m using OpenAL to play real 3D sound.