Is it good to add "Audio Source" component to all the gameobjects which playing audios?

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Depends , if it’s really causing performance issues you can try pooling your AudioSources and playing your SFX through a SoundManager.

For example , if your scene has 100 UI elements that have a mouse hover SFX , in the most common case you would have one hover SFX playing at a time (which would need one AudioSource) , in that case you can play your sounds through the manager , and it has to manage/recycle AudioSources and keep only the necessary amount enabled at a time in the case of multiple sound overlaping.