What would be the best performance-wise?

Is it faster if I make many audio sources with an audio clip already assigned to it?

Or is that too much memory being used for nothing? (I have about 40 audio clips to play, so that would be about 40 audio sources)

Otherwise I would have just one AudioSource and then use a variable for every audio clip and play it from that single AudioSource.

1 AudioSource per concurrent AudioClip per GameObject is the best configuration.

I was confused as I didn’t know if you were talking about one GameObject or not.