An Audio Random Container is an object that lets you create audio playlists for your sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary and apply rules to determine when and how the clips play. For example, you can add randomization, looping, and timed playback to your audio clips. This is an excellent way to create varied and dynamic audio playback for music and sound effects like footsteps, weapon hits, and background music.
The audio cycle and AudioSource API exceptions are important concepts to know before you use an Audio Random Container.
An audio cycle is the full Audio Clips list length. If the list has three audio clips, an audio cycle is three clips.
Use the AudioSource API to start, pause, and stop an Audio Random Container. This is similar to when you use the AudioSource API to play, pause, and stop an Audio Clip, but with the following exceptions:
AudioSource.Play
plays an audio clip in the Audio Clips list based on the container’s Playback Mode. For example, if the Playback Mode is set to Random, it plays a random audio clip in the list.