Changing audio priority using AudioSource.PlayClipAtPoint?

I’m tinkering along in my first unity project and I’m just adding the sound effects/music into my game. I am using the AudioSource component on my gamemanager object to run the background music while playing. I set the music to be a priority of zero so it doesn’t cut out by using the slider bar in the inspector - which is great!

All of my other sound effects are running using the AudioSource.PlayClipAtPoint function. Most of these sound effects don’t matter, but a few of them do matter and I would like to make sure they play every time they should. Is there a way to change the priority of a sound as it’s being played using the AudioSource.PlayClipAtPoint function? I can’t seem to figure out how to talk to the specific instance of the AudioSource that is playing the sound. From my understanding it’s using a different audio source than the one playing my background music, but please correct me if I am wrong.

AudioSource.PlayClipAtPoint instatiates the AudioSource object when called, you can see it in the hierarchy being created and destroyed once the sound is done.

You could use:

public var clip : AudioClip; 
function Sound(){ 
    audio.priority = value;       
    audio.PlayClipAtPoint(clip, transform.position); 
}

There is more code but that would fix your issue I guess.

you could also maybe instantiate a audiosource object with a reference variable to it but I have never done…

somehow:

var ref:AudioSource;
ref = Instatiate(audioSourceObject,...,...);
ref.priority = value;

but again never done…so maybe not possible.