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AudioSource.PlayClipAtPoint

I tried using this method after configuring my project for spatial sound and it seems to work well. It also seems like a good method to use for generic sound effects such as selections and alert bells. Before I go peppering my code with calls to this method are there any notes that I should be aware of? Is the static method already configured for optimal spatialization? If not can I configure it to be?

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    It does -- thanks David!

    FYI - the context I'm using the method in does include visible source emitters. For example, I created a generic behavior for moving objects with a snapping effect. For each `snap' I am playing an audio clip using AudioSource.PlayClipAtPoint. I architected it this way so that I could use a single instance of a editing controller to coordinate editing a multitude of objects. It seemed impractical to attach an AudioSource to each object or to manage a pool of AudioSources. I agree that the quality is just fine for this purpose - we will stick with instanced audio sources for higher quality effects.

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