Problem with audio files ?

Hi
I’m trying to make two difference method to play sounds. first, load a sound file, Second, play specific sound.
here is my script.

using UnityEngine;
using UnityEngine.Audio;

public class mainUgame : MonoBehaviour {

    private AudioSource click_button; // one AudioSource
    public AudioSource audios; // empty gameobject with three AudioSources

    void Start () {

        click_button = Resources.Load ("audio/UI/button_sound") as AudioSource;

    }
   
    // Update is called once per frame
    void Update () {

        if (Input.GetButtonUp("xbox a")) {
            click_button.Play();
        }

        if (Input.GetButtonUp("xbox y")) {
             //audios play audio 1
        }
        if (Input.GetButtonUp("xbox x")) {
             //audios play audio 2
        }
        if (Input.GetButtonUp("xbox b")) {
             //audios play audio 3
        }

}//end

Here is a better way to set up your class. Have a single audio source, and a struct that defines what button triggers what sound. Then you can expand it to how ever many buttons and audio clips you need.

[RequireComponent(typeof(AudioSource))]
public class AudioPlayer : MonoBehaviour
{
    [System.Serializable]
    public struct AudioInfo
    {
        public AudioClip clip;
        public string inputButton;
        public float volumeScale;
    }   
    public AudioInfo[] audioButtons;
   
    private AudioSource audioSource;   
    private void Awake()
    {
        audioSource = GetComponent<AudioSource>();
    }
    private void Update()
    {
        for (int i = 0; i < audioButtons.Length; i++)
        {
            var info = audioButtons[i];
            if (Input.GetButtonUp(info.inputButton))
            {
                Play(info);
            }
        }
    }
    private void Play(AudioInfo info)
    {
        audioSource.PlayOneShot(info.clip, info.volumeScale);
    }
}

This way you just edit the fields on your GameObject with this script attached, and nothing is hardcoded.