/// <summary> /// Plays a sound effect with random pitch without taking position into account. Also, sound is not destroyed on scene load, /// as long as the SoundManager isn't destroyed either. /// </summary> /// <param name="sfx">Sound Effect to be played.</param> /// <param name="volume"></param> /// <param name="randomPitchRange">A range to be played between the pitch</param> /// <param name="loop"></param> /// <param name="delay">Delay time waited before playing.</param> public void PlayNonDiegeticRandomPitchSound(AudioClip sfx, float volume = 1f, float randomPitchRange = .1f, bool loop = false, float delay = 0f) { var sound = new SoundItem(sfx, uiAudioMixer, volume, randomPitchRange, 0f, loop); m_SoundsPool.Trigger(SOUND_OBJECT_POOL, Vector3.zero, delay, sound); }