private void add_new_beepsource()
{
beepsource_list.Add(new BeepSource());
int x = beepsource_list.Count - 1;
beepsource_list[x].beep_player = new GameObject();
beepsource_list[x].beep_player.name = "rbr_beep_player_" + beepsource_list.Count;
beepsource_list[x].beep_name = beepsource_list.Count.ToString();
beepsource_list[x].audiosource = beepsource_list[x].beep_player.AddComponent<AudioSource>();
beepsource_list[x].audiosource.volume = 0.3f; //default 30%
beepsource_list[x].audiosource.panLevel = 0;
//beepsource_list[x].audiosource.clip = all_beep_clips[0];
beepsource_list[x].current_clip = "First";
beepsource_list[x].chorus_filter = beepsource_list[x].beep_player.AddComponent<AudioChorusFilter>();
beepsource_list[x].chorus_filter.enabled = false;
beepsource_list[x].distortion_filter = beepsource_list[x].beep_player.AddComponent<AudioDistortionFilter>();
beepsource_list[x].distortion_filter.enabled = false;
beepsource_list[x].echo_filter = beepsource_list[x].beep_player.AddComponent<AudioEchoFilter>();
beepsource_list[x].echo_filter.enabled = false;
beepsource_list[x].highpass_filter = beepsource_list[x].beep_player.AddComponent<AudioHighPassFilter>();
beepsource_list[x].highpass_filter.enabled = false;
beepsource_list[x].lowpass_filter = beepsource_list[x].beep_player.AddComponent<AudioLowPassFilter>();
beepsource_list[x].lowpass_filter.enabled = false;
beepsource_list[x].reverb_filter = beepsource_list[x].beep_player.AddComponent<AudioReverbFilter>();
beepsource_list[x].reverb_filter.enabled = false;
if (dict_probe_samples.Count > 0)
{
set_beep_clip(beepsource_list[x]); //set
if (beepsource_list[x].precise == false && beepsource_list[x].loose_freq > 0) new_beep_loose_timer_limit(beepsource_list[x]);
}
}