AudioClip不包含采用 0 个参数的构造函数

问题遇到的现象和发生背景
问题相关代码,请勿粘贴截图

#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;

#if UNITY_EDITOR
[ExecuteInEditMode]
#endif

[AddComponentMenu("")]

public class SfxrAudioPlayer : MonoBehaviour {
// Properties
private bool isDestroyed = false; // If true, this instance has been destroyed and shouldn't do anything yes
private bool needsToDestroy = false; // If true, it has been scheduled for destruction (from outside the main thread)
private bool runningInEditMode = false; // If true, it is running from the editor and NOT playing

// Instances
private SfxrSynth    sfxrSynth;                  // SfxrSynth instance that will generate the audio samples used by this




// ================================================================================================================
// INTERNAL INTERFACE ---------------------------------------------------------------------------------------------
// INTERNAL INTERFACE ---------------------------------------------------------------------------------------------
void Start() {
    // Creates an empty audio source so this GameObject can receive audio events
    AudioSource soundSource = gameObject.AddComponent<AudioSource>();
    soundSource.clip = new AudioClip();  //报错!!!
    soundSource.volume = 1f;
    soundSource.pitch = 1f;
    soundSource.priority = 128;
    soundSource.Play();
}

void Update() {
    // Destroys self in case it has been queued for deletion
    if (sfxrSynth == null) {
        // Rogue object (leftover)
        // When switching between play and edit mode while the sound is playing, the object is restarted
        // So, queues for destruction
        needsToDestroy = true;
    }

    if (needsToDestroy) {
        needsToDestroy = false;
        Destroy();
    }
}

void OnAudioFilterRead(float[] __data, int __channels) {
    // Requests the generation of the needed audio data from SfxrSynth

    if (!isDestroyed && !needsToDestroy && sfxrSynth != null) {
        bool hasMoreSamples = sfxrSynth.GenerateAudioFilterData(__data, __channels);

        // If no more samples are needed, there's no more need for this GameObject so schedule a destruction (cannot do this in this thread)
        if (!hasMoreSamples) {
            needsToDestroy = true;
            if (runningInEditMode) {
                // When running in edit mode, Update() is not called on every frame
                // We can't call Destroy() directly either, since Destroy() must be ran from the main thread
                // So we just attach our Update() to the editor's update event
                #if UNITY_EDITOR
                EditorApplication.update += Update;
                #endif
            }
        }
    }
  }


// ================================================================================================================
// PUBLIC INTERFACE -----------------------------------------------------------------------------------------------

public void SetSfxrSynth(SfxrSynth __sfxrSynth) {
    // Sets the SfxrSynth instance that will generate the audio samples used by this
    sfxrSynth = __sfxrSynth;
}

public void SetRunningInEditMode(bool __runningInEditMode) {
    // Sets the SfxrSynth instance that will generate the audio samples used by this
    runningInEditMode = __runningInEditMode;
}

public void Destroy() {
    // Stops audio immediately and destroys self
    if (!isDestroyed) {
        isDestroyed = true;
        sfxrSynth = null;
        if (runningInEditMode || !Application.isPlaying) {
            // Since we're running in the editor, we need to remove the update event, AND destroy immediately
            #if UNITY_EDITOR
            EditorApplication.update -= Update;
            #endif
            UnityEngine.Object.DestroyImmediate(gameObject);
        } else {
            UnityEngine.Object.Destroy(gameObject);
        }
    }
}

}

运行结果及报错内容

“AudioClip”不包含采用 0 个参数的构造函数

我的解答思路和尝试过的方法

我试过查找解决办法,我找到的说:
在AudioClip类中添加以下内容: public AudioClip(){}
但是我不知道放哪里
我真的很菜,救命

我想要达到的结果

你可以定义一个public AudioClip clip;在脚本的面板里将一段音频剪辑拖拽赋值,在你的开始方法里改为audiosouce. clip=cilp;就可以播放音频了

AudioClip是Unity中的音频资产,不是通过new创建出来的