# Adding Audioclips

ScriptableObjects for audio can be created by "Right Clicking anywhere in the project panel > Create > Sound" or duplicating an already created SO.

<figure><img src="https://3364384987-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FkKHhcnaYagLFHty50P8N%2Fuploads%2F71SOyydfb0m9KHpHtSw8%2FAudioClipsSO.JPG?alt=media&#x26;token=1ba0db50-eacd-4c07-8b91-f2ea076ac79e" alt=""><figcaption></figcaption></figure>

ScriptableObjects will all have specific settings that control the audio clip which is used, that you can change, the volume, pitch, variance and whether it can loop. All features of the default "AudioSource" component.&#x20;

<figure><img src="https://3364384987-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FkKHhcnaYagLFHty50P8N%2Fuploads%2FYEi6oyv6WpnyvX7dZOSR%2FScriptableObject.JPG?alt=media&#x26;token=24eace06-4524-4ac6-9061-e4e01d87cb46" alt=""><figcaption></figcaption></figure>

In the **AudioManager** is good to add the size of the **Sounds** array to the number of sounds which will play within this system. By default it has 5 SO audio clips, these should be added to access them all.

<figure><img src="https://3364384987-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FkKHhcnaYagLFHty50P8N%2Fuploads%2FDV2Sg1jBpTThsfapuIjO%2FFBAudioManager.JPG?alt=media&#x26;token=29f7919f-71f2-4f3a-9378-958510f2e02f" alt=""><figcaption></figcaption></figure>

Look at the inspector of the any interactive object with the "**FuseItem**" script and this will have slots for specific SO sound effects that you can add! This allows you to play that specific SO from the audio manager.

{% hint style="info" %}
**Referencing the Audio Manager**\
&#x20; \
Use the code, within your scripts to reference your sounds to play. This code will play the references ScriptableObject sound effect.
{% endhint %}

```csharp
FBAudioManager.instance.Play(VariableName);
```
