using UnityEngine; public class RandomSound : MonoBehaviour { public AudioClip[] dripSounds; private AudioSource source; private float startingWaitTime; public float dripWaitTime; public float dripTimeVariation; private float timeWaited; private void Start() { source = GetComponent<AudioSource>(); startingWaitTime = dripWaitTime; float variation = Random.Range(-dripTimeVariation, dripTimeVariation); dripWaitTime += variation; } private void Update() { timeWaited += Time.deltaTime; if (timeWaited >= dripWaitTime) { source.clip = dripSounds[Random.Range(0, dripSounds.Length - 1)]; source.Play(); timeWaited = 0.0f; dripWaitTime = startingWaitTime; float variation = Random.Range(-dripTimeVariation, dripTimeVariation); dripWaitTime += variation; } } }