using UnityEngine; namespace Code.Audio { public class AudioManager : MonoBehaviour { [SerializeField] private AudioSource musicSource; [SerializeField] private AudioSource playerFXSource; [SerializeField] private AudioClip music; [SerializeField] private AudioClip jump; [SerializeField] private AudioClip coin; [SerializeField] private AudioClip powerUp; [SerializeField] private AudioClip gameOver; public static AudioManager Instance { get; private set; } private void Awake() { Instance = this; musicSource.clip = music; } public void PlayJump() => playerFXSource.PlayOneShot(jump); public void PlayCoin() => playerFXSource.PlayOneShot(coin); public void PlayPowerUp() => playerFXSource.PlayOneShot(powerUp); public void PlayGameOver() => musicSource.PlayOneShot(gameOver); public void StartMusic() { musicSource.Play(); } public void StopMusic() { musicSource.Stop(); } } }