Why do I have lots of 'One Shot Audio' objects in my hierarchy?

I have one object that utilizes the AudioSource.PlayClipAtPoint() method, however the object that uses it doesn’t even appear in the this scene. The objects seems to be left over from previous runs of the game, and some of the objects have sound clips on them that are only apparent in another scene.

What am I doing wrong for this to be happening and how can I go about fixing it?

This is the kind of problem that only you can solve… somewhere in your scene you have an object with a script attached that is generating “One shot audio” objcets. You simply need to find and disable it…