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);
        }