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using UnityEngine;
public class AudioPoolSource : MonoBehaviour
{
[SerializeField]
private AudioSource audioS;
private float timer = -1f;
private bool active;
public void PlayClip(AudioClip clip, float volume, float pitchVariance)
{
audioS.Stop();
audioS.clip = clip;
audioS.pitch = 1f + Random.Range(0f - pitchVariance, pitchVariance);
audioS.volume = volume;
timer = clip.length + 0.1f;
active = true;
audioS.Play();
}
private void Update()
{
if (!active)
{
return;
}
timer -= Time.deltaTime;
if (timer <= 0f)
{
active = false;
if (base.transform.parent != null)
{
base.transform.parent = null;
}
SFXManager.instance.sources.Add(this);
}
}
}
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