Would it make sense to allow Audio Source to define an array of Audio Clips instead of just one? Then allow the user to select one clip, or a random check box?
If that makes perfect sense. What would be the best way for me to accomplish the same thing?
Do I have to duplicate the Audio Source functionality in a class of my own? Or is there a better way using the current Audio Source class.
Or would it be a better design to create a “AudioSourceRandomizer” class that allows the designers to assign a list of audio sources? This seems too convoluted.
Has any one come across this and came up with a clean design?
I am asking something else. That is the easy way for me, the programmer But I am thinking of the designers. So right now they drop an Audio Source on an Game Object and add an Audio clip. I want to keep that “system” as consistent and intuitive as possible. I honestly wish I could extend Audio Source.
Write a script that contains a public reference to the array as @Eric5h5 indicated, and then your script can randomly choose one to play. Your designers can just change the array length as needed and assign their desired audio clips.