Why am I able to play an AudioClip without an AudioSource?

I’m not sure why this is working. It seems that I am able to play AudioClips referenced in the script without having an AudioSource on the GameObject. In fact, I don’t have an AudioSource anywhere in the scene.

I’m happy that it’s working, but confused as to why. Any help?

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class GramGram : MonoBehaviour {

	public List <AudioClip> audioClips = new List <AudioClip> ();
	
	// Update is called once per frame
	void Update () {

		if (Input.GetButtonDown ("Fire1")) {
			StartCoroutine ("Speak");
		}
	}

	IEnumerator Speak () {

		foreach (AudioClip clip in audioClips) {
			AudioSource.PlayClipAtPoint (clip, transform.position);
			yield return new WaitForSeconds (clip.length + 1f);
		}
	}
}

41121-screen-shot-20120220.png

Read the documentation for the PlayClipAtPoint function:

“This function creates an audio source but automatically disposes of it once the clip has finished playing.”