public float PlayEffect(AudioSource source, AudioContainer.PlayerSFX effect, float volMultiplier = 1f) { float length = 0f; AudioClip clip = audioData.GetSoundClip(effect); if (clip != null) { RandomizePitch(source); GetVolume(SoundGroup.Effect, out float mixerVol); source.PlayOneShot(clip, mixerVol * volMultiplier); length = clip.length; } return(length); }