Reusable Audio Event Assets
The ScriptableObject-based AudioEventAsset is the system's source of truth. Alongside the AudioClip, it stores volume, pitch, looping, spatial blend, mixer routing, and whether callbacks should retrigger on each loop.
Each marker combines a readable name, a timestamp, and a UnityEvent. This separates the timing data from any one scene object, so the same authored audio event can be assigned to different players and wired to different gameplay responses.








