title: Unity AudioSource unable to play clip
body: <p>I am attempting to play a sound when a user drags a 2D gameobject. </p>
  
  <p>The gameobject will have to play many sounds, so I am programmatically creating Audio Sources and assigning clips through the inspector. </p>
  
  <pre><code>public class Card: Monobehavior, IDraggable {
      public AudioClip tokenGrabClip;
      public AudioClip tokenReleaseClip;
  
      public AudioSource tokenGrab;
      public AudioSource tokenRelease;
  
      public AudioSource TokenGrab {
        get{ return tokenGrab; }
      }
  
  
      public virtual void Start() {
        tokenGrab = AddAudio (tokenGrabClip, false, false, 1f);
        tokenRelease = AddAudio (tokenReleaseClip, false, false, 1f);
     }
  
      public virtual AudioSource AddAudio(AudioClip clip, bool isLoop, bool isPlayAwake, float vol) {
      AudioSource newAudio = gameObject.AddComponent&lt;AudioSource&gt;();
      newAudio.clip = clip;
      newAudio.loop = isLoop;
      newAudio.playOnAwake = isPlayAwake;
      newAudio.volume = vol;
      return newAudio;
    }
  }
  </code></pre>
  
  <p>This will create two audio sources for every gameobject of type <code>Card</code> in my game. </p>
  
  <p>Now in my game manager, I simply try to play a sound...</p>
  
  <pre><code>void CheckDragStart(GameObject go, Draggable d) {
  
  
      if (go.GetComponent&lt;Card&gt; () != null) {
          print("check drag start");
          go.GetComponent&lt;Card&gt; ().TokenGrab.Play ();
  
      }
  }
  </code></pre>
  
  <p>No sound is played, but I am able to to see my console with the "check drag start message". </p>
  
  <p>Any idea what I could be doing wrong? I can see audio sources assigned to my game objects with my methods in the first code block, but my audio clips are not being assigned to them...</p>