private PoolableAudioSource PlayOn(ResourcePool <PoolableAudioSource> channel, AudioClip clip, bool loop, bool randomizePitch) { var slot = channel.GetFreeSlot(); if (randomizePitch) { float pitch = UnityEngine.Random.Range(_config.MinPitch, _config.MaxPitch); slot.Play(clip, loop, pitch); } else { slot.Play(clip, loop); } return(slot); }