void USoundEffectManager::PlaySoundEffect(ESoundEffects SFX_To_Play)
{
	UAudioComponent* Audio = NewObject<UAudioComponent>(this);
	Audio->RegisterComponent();

	Audio->OnAudioFinished.Add(AudioFinishDelegate);

	USoundWave* SoundEffect = EnumToSoundEffect(SFX_To_Play);

	Audio->Sound = SoundEffect;
	Audio->Play();

	SoundEffectComponents.Add(Audio);
}
void USoundEffectManager::PlaySoundEffect_3D(ESoundEffects SFX_To_Play)
{
	UAudioComponent* Audio = NewObject<UAudioComponent>(this);
	Audio->RegisterComponent();
	Audio->AttachTo(GetOwner()->GetRootComponent(),"",EAttachLocation::SnapToTarget,true);
	
	Audio->OnAudioFinished.Add(AudioFinishDelegate);

	USoundWave* SoundEffect = EnumToSoundEffect(SFX_To_Play);

	Audio->bAllowSpatialization = true;
	Audio->bOverrideAttenuation = true;
	Audio->AttenuationOverrides.OmniRadius = 100.f;
	Audio->AttenuationOverrides.FalloffDistance = 3000.f;

	Audio->Sound = SoundEffect;
	Audio->Play();

	SoundEffectComponents.Add(Audio);
}