diff --git a/Runtime/Sound.meta b/Runtime/Sound.meta
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diff --git a/Runtime/Sound/AudioCenter.cs b/Runtime/Sound/AudioCenter.cs
new file mode 100644
index 0000000..97c4cb6
--- /dev/null
+++ b/Runtime/Sound/AudioCenter.cs
@@ -0,0 +1,78 @@
+using System;
+using StansAssets.Foundation.Extensions;
+using StansAssets.Foundation.Patterns;
+using UnityEngine;
+using Object = UnityEngine.Object;
+
+namespace StansAssets.Foundation.Audio
+{
+ ///
+ /// Simple audio manager that allow to play 2D pooled sounds.
+ /// Common use case is for playing lot's of UI sounds or other game interaction sounds without 3D effect.
+ ///
+ public class AudioCenter
+ {
+ readonly GameObject m_Root;
+ readonly ObjectPool m_Pool;
+
+ ///
+ /// Creates new audio center.
+ ///
+ /// Name will be used for the gameobject that will be used as parent for the polled audio sources.
+ /// The new audio center instance will be parented to the audioListener gameobject.
+ public AudioCenter(string name, AudioListener audioListener)
+ : this(name)
+ {
+ m_Root.transform.parent = audioListener.transform;
+ m_Root.transform.Reset();
+ }
+
+ ///
+ /// Creates new audio center.
+ ///
+ /// Name will be used for the gameobject that will be used as parent for the polled audio sources.
+ public AudioCenter(string name)
+ {
+ m_Root = new GameObject(name);
+ Object.DontDestroyOnLoad(m_Root);
+ m_Pool = new ObjectPool(() =>
+ {
+ var pooledSound = new PooledAudioSource(m_Root.transform);
+ pooledSound.OnRelease += () =>
+ {
+ m_Pool?.Release(pooledSound);
+ };
+
+ return pooledSound;
+ }, audioSource =>
+ {
+ audioSource.Activate();
+ }, audioSource =>
+ {
+ audioSource.Deactivate();
+ });
+ }
+
+
+ ///
+ /// Will take avaliable pooled audio source to play clip once.
+ /// The pooled audio source will be released after clip is played.
+ ///
+ /// The audio clip to play.
+ public void PlayOneShot(AudioClip clip)
+ {
+ m_Pool.Get().PlayOneShot(clip);
+ }
+
+ ///
+ /// Get instance of the pooled audio source.
+ /// You will be responsible for releasing this audio source once you are done using it.
+ ///
+ ///
+ ///
+ public PooledAudioSource GetAudioSource()
+ {
+ return m_Pool.Get();
+ }
+ }
+}
diff --git a/Runtime/Sound/AudioCenter.cs.meta b/Runtime/Sound/AudioCenter.cs.meta
new file mode 100644
index 0000000..97867b0
--- /dev/null
+++ b/Runtime/Sound/AudioCenter.cs.meta
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diff --git a/Runtime/Sound/PooledAudioSource.cs b/Runtime/Sound/PooledAudioSource.cs
new file mode 100644
index 0000000..58e20f5
--- /dev/null
+++ b/Runtime/Sound/PooledAudioSource.cs
@@ -0,0 +1,61 @@
+using System;
+using StansAssets.Foundation.Async;
+using StansAssets.Foundation.Extensions;
+using UnityEngine;
+
+namespace StansAssets.Foundation.Audio
+{
+ ///
+ /// A pooled wrapper around Unity .
+ /// Used as audio source for the .
+ /// You can also obtain a new instance by
+ ///
+ public class PooledAudioSource
+ {
+ readonly AudioSource m_AudioSource;
+ readonly GameObject m_GameObject;
+ internal event Action OnRelease;
+
+ internal PooledAudioSource(Transform root)
+ {
+ m_GameObject = new GameObject(nameof(AudioSource));
+ m_GameObject.transform.parent = root;
+ m_GameObject.transform.Reset();
+
+ m_AudioSource = m_GameObject.AddComponent();
+ m_AudioSource.playOnAwake = false;
+ }
+
+ ///
+ /// Method will play audo clip once, and as soon as audio clip is played
+ /// the 'Release' method will be called.
+ ///
+ /// The audio clip to play.
+ public void PlayOneShot(AudioClip clip)
+ {
+ m_GameObject.name = clip.name;
+ m_AudioSource.PlayOneShot(clip);
+ CoroutineUtility.WaitForSeconds(clip.length, Release);
+ }
+
+ ///
+ /// Release pooled sound.
+ ///
+ public void Release()
+ {
+ OnRelease?.Invoke();
+ }
+
+ internal void Deactivate()
+ {
+ m_GameObject.SetActive(false);
+ m_AudioSource.volume = 1;
+ m_AudioSource.clip = null;
+ }
+
+ internal void Activate()
+ {
+ m_GameObject.SetActive(true);
+ }
+ }
+}
diff --git a/Runtime/Sound/PooledAudioSource.cs.meta b/Runtime/Sound/PooledAudioSource.cs.meta
new file mode 100644
index 0000000..1ae0f37
--- /dev/null
+++ b/Runtime/Sound/PooledAudioSource.cs.meta
@@ -0,0 +1,3 @@
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+timeCreated: 1653607186
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diff --git a/Samples.meta b/Samples.meta
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diff --git a/Samples/AudioCenter.meta b/Samples/AudioCenter.meta
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diff --git a/Samples/AudioCenter/AudioCenterSample.cs b/Samples/AudioCenter/AudioCenterSample.cs
new file mode 100644
index 0000000..dfb939e
--- /dev/null
+++ b/Samples/AudioCenter/AudioCenterSample.cs
@@ -0,0 +1,29 @@
+using StansAssets.Foundation.Audio;
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace StansAssets.Foundation.Samples
+{
+ class AudioCenterSample : MonoBehaviour
+ {
+ [SerializeField]
+ AudioClip m_TestClip;
+
+ [SerializeField]
+ AudioListener m_AudioListener;
+
+ [SerializeField]
+ Button m_PlayButton;
+
+ AudioCenter m_AudioCenter;
+
+ void Start()
+ {
+ m_AudioCenter = new AudioCenter("Sample Audio Center", m_AudioListener);
+ m_PlayButton.onClick.AddListener(() =>
+ {
+ m_AudioCenter.PlayOneShot(m_TestClip);
+ });
+ }
+ }
+}
diff --git a/Samples/AudioCenter/AudioCenterSample.cs.meta b/Samples/AudioCenter/AudioCenterSample.cs.meta
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index 0000000..2f9908f
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diff --git a/Samples/AudioCenter/AudioCenterSample.unity b/Samples/AudioCenter/AudioCenterSample.unity
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