To create just-in-time AudioSource components at runtime through C# scripting, perform the following steps:
- Delete the music1_medieval and music2_arcade GameObjects from the scene – we'll be creating these at runtime in this recipe!
- Refactor the MusicManager C# script class to read as follows (note that the Update() method remains unchanged):
using UnityEngine; public class MusicManager : MonoBehaviour { public AudioClip clipMedieval; public AudioClip clipArcade; private AudioSource audioSourceMedieval; private AudioSource audioSourceArcade; void Awake() { audioSourceMedieval = CreateAudioSource(clipMedieval, true); audioSourceArcade = CreateAudioSource(clipArcade, false); } private AudioSource CreateAudioSource(AudioClip audioClip, bool
startPlayingImmediately) { GameObject audioSourceGO = new GameObject(); audioSourceGO.transform.parent...