# Audio System Centralised voice-limited audio for the game. Lives in `Assets/_Project/Scripts/Audio/`. ## How it works `AudioManager` is a per-scene MonoBehaviour singleton. On `Awake` it pre-allocates a pool of `AudioSource` components (on its own GameObject) for each sound category. Callers request playback via `AudioManager.Instance.Play(clip, category, pitch)` — the manager picks the next source in that category's pool using round-robin, interrupting the oldest sound if all voices are busy. ## Categories (`AudioCategory` enum) | Category | Typical use | |---|---| | `TowerFire` | Tower attack sounds | | `EnemyHitDeath` | Enemy damage and death sounds | | `UI` | Button clicks, placement confirmation, etc. | | `Music` | Background music | Voice limits and volume per category are configured in the Inspector on the `AudioManager` scene GameObject. ## Scene setup An empty GameObject named `AudioManager` must exist in each gameplay scene with the `AudioManager` component attached. Configure the `Categories` array in the Inspector — one entry per `AudioCategory` value. Suggested defaults: - TowerFire: 4 voices, volume 1.0 - EnemyHitDeath: 8 voices, volume 1.0 - UI: 4 voices, volume 1.0 - Music: 2 voices, volume 0.8 ## Adding a new sound-emitting component 1. Get a reference to an `AudioClip` via `[SerializeField]` 2. Call `AudioManager.Instance?.Play(clip, AudioCategory.YourCategory)` at the point the sound should trigger 3. Pitch randomization (if desired) is the caller's responsibility: `Random.Range(minPitch, maxPitch)` passed as the third argument See `TeslaTowerFireSound.cs` in `Scripts/Combat/` as a reference implementation.