in Assets/Scripts/AudioManager.cs [25:42]
public void PlaySfx(AudioClip audioClip, bool loop = false)
{
if (!loop)
{
if (!sfxAudioSource.enabled) return;
sfxAudioSource.PlayOneShot(audioClip);
}
else
{
if (!loopAudioSource.enabled) return;
if (loopAudioSource.isPlaying) return;
loopAudioSource.clip = audioClip;
loopAudioSource.loop = true;
loopAudioSource.Play();
}
}