How to do it...

To play different sounds each with their own AudioSouce component, do the following:

  1. Create a new Unity 2D project and import the sound clip files.
  2. Create a GameObject in the scene containing an AudioSource component linked to the 186772__dafawe__medieval AudioClip. This can be done in a single step by dragging the music clip from the Project panel into either the Hierarchy or Scene panels. Rename this new GameObject to music1_medieval.
  3. Repeat the previous step to create another GameObject named music2_arcade, containing an AudioSource linked to 251461__joshuaempyre__arcade-music-loop.
  4. For both AudioSources created, uncheck the Play Awake property  so these sounds do not begin playing as soon as the scene is loaded.
  5. Create an empty GameObject named Manager.
  1. Create a C# script class, MusicManager, in a new folder, _Scripts, containing the following code, and add an instance as a scripted component to the Manager GameObject:
using UnityEngine; 
 
public class MusicManager : MonoBehaviour  { 
    public AudioSource audioSourceMedieval; 
    public AudioSource audioSourceArcade; 
 
    void Update() { 
        if (Input.GetKey(KeyCode.RightArrow)){ 
            if (audioSourceMedieval.time > 0) 
                audioSourceMedieval.UnPause(); 
            else 
                audioSourceMedieval.Play(); 
        } 
 
        if (Input.GetKey(KeyCode.LeftArrow)) 
            audioSourceMedieval.Pause(); 
             
        if (Input.GetKey(KeyCode.UpArrow)){ 
            if (audioSourceArcade.time > 0) 
                audioSourceArcade.UnPause(); 
            else 
                audioSourceArcade.Play(); 
        } 
 
        if (Input.GetKey(KeyCode.DownArrow)) 
            audioSourceArcade.Pause(); 
    } 
} 
  1. Ensure that the Manager GameObject is selected in the Hierarchy. In the Inspector panel, drag the music1_medieval GameObject from the Scene panel into the public Audio Source Medieval AudioSource variable in the MusicManager (Script) scripted component. Repeat this procedure, dragging GameObject music2_arcade into the public Audio Source Arcade variable.
  2. Run the scene, and press the UP and DOWN arrow keys to start/resume and pause the medieval sound clip. Press the RIGHT and LEFT arrow keys to start/resume and pause the arcade sound clip.