Too many audio sources

Hi, I’m working on a 2D game with more than 50 gameObjects on scene with audio sources. When an object shoots is should play shoot sound, but because of many objects its just crazy when everyone shoots. Any suggestion how to fix it?

Proper approach:
Write an audio manager singleton. Request sounds from the audio manager. The manager keeps a collection of logically-grouped AudioSources in the scene. The manager can reject play requests if too many concurrent sounds in the same group (gunfire, vocals, foleys) are already playing.

Easy approach:
Keep a collection of gunfire audio sources; reject play requests if too many concurrent instances are playing.