Check if a 2D Object Exists/or not; C#

I am making a Breakout clone as a learning experience, and I am trying to make the game play a failure sound when there are no balls left on screen. I created an empty game object to check if any of the three (possible) balls exist, and play the sound if they don’t. Here is the script I used:

using UnityEngine;
using System.Collections;

public class BallCounter : MonoBehaviour {
	AudioSource audio;
	Object ball1; 
	Object ball2; 
	Object ball3;
	// Use this for initialization
	void Start () {
		audio = GetComponent<AudioSource> ();
	}
	
	// Update is called once per frame
	void Update () {
		ball1 =  GameObject.Find ("Ball");
		ball2 =  GameObject.Find ("Ball 1");
		ball3 =  GameObject.Find ("Ball 2");
		if (ball1 || ball2 || ball3) {
		} else {
			audio.Play ();
		}
	}
}

Sadly, it doesn’t work. What am I doing wrong?

Oh hey, I just solved it. The audio source works, but for some reason audio.Play() doesn’t want to work within an else statement. So I just made the else statement set a bool to true to trigger another if statement, in which I put audio.Play(). Here’s what I came up with:

using UnityEngine;
using System.Collections;

public class BallCounter : MonoBehaviour {
	AudioSource audio;
	public AudioClip FailureBuzz;
	Object ball1; 
	Object ball2; 
	Object ball3;
	bool playSound = false;
	bool gameOver = false;
	// Use this for initialization
	void Start () {
		audio = GetComponent<AudioSource> ();
	}
	
	// Update is called once per frame
	void Update () {
		ball1 =  GameObject.Find ("Ball");
		ball2 =  GameObject.Find ("Ball 1");
		ball3 =  GameObject.Find ("Ball 2");
		if (ball1 || ball2 || ball3) {
			Debug.Log ("Balls exist");
		} else {
			playSound = true;
			//audio.PlayOneShot (FailureBuzz);
			Debug.Log ("Balls don't exist");
		}
		if ((playSound == true) && (gameOver == false)) {
			audio.Play ();
			gameOver = true;
		}
	}
}

It’s not exactly elegant, and I still have no idea why audio.Play() won’t run in an else statement, but this code works, and that’s all that matters. Thank you all for helping me debug.