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diff --git a/Survival Shooter/Assets/Scripts/Managers/PickupManager.cs b/Survival Shooter/Assets/Scripts/Managers/PickupManager.cs
index 8e94d3222f2fd89751c1a94413725375078c86b6..478d1de41cb6de4d93b7a124876f135d1e2141ca 100644
--- a/Survival Shooter/Assets/Scripts/Managers/PickupManager.cs	
+++ b/Survival Shooter/Assets/Scripts/Managers/PickupManager.cs	
@@ -10,9 +10,13 @@ public class PickupManager : MonoBehaviour
     public Transform[] spawnPoints;
     public static List<Vector3> usedSpawnPoints = new List<Vector3>();
 
-
+    AudioSource[] orbAudioArr;
+    AudioSource orbSpawnAudio;
     void Start ()
     {
+        orbAudioArr = GetComponents<AudioSource>();
+        orbSpawnAudio = orbAudioArr[0];
+
         InvokeRepeating("Spawn", spawnTime, spawnTime);
     }
 
@@ -40,12 +44,15 @@ public class PickupManager : MonoBehaviour
                 // HANDLE MAX SPEED, DONT SPAWN SPEED ORB
             }
             if (random == 0){
+                orbSpawnAudio.Play();
                 Instantiate(powerPickup, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation);
             }
             else if (random == 1){
+                orbSpawnAudio.Play();
                 Instantiate(speedPickup, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation);
             }
             else if (random == 2 ){
+                orbSpawnAudio.Play();
                 Instantiate(healthPickup, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation);            
             }
         }
diff --git a/Survival Shooter/Assets/Scripts/Pickup/Pickup.cs b/Survival Shooter/Assets/Scripts/Pickup/Pickup.cs
index f92c87de8d1dd3c9671b9532c2d656a7b7598fe8..a0fd783c838fd17d89064d25832f48f02e82123d 100644
--- a/Survival Shooter/Assets/Scripts/Pickup/Pickup.cs	
+++ b/Survival Shooter/Assets/Scripts/Pickup/Pickup.cs	
@@ -14,6 +14,7 @@ public class Pickup : MonoBehaviour
     protected PlayerMovement playerMovement;
 
     public float delay = 30f;
+
     // Start is called before the first frame update
     void Start()
     {
@@ -21,6 +22,7 @@ public class Pickup : MonoBehaviour
         playerHealth = player.GetComponent <PlayerHealth> ();
         playerShooting = player.GetComponentInChildren <PlayerShooting> ();
         playerMovement = player.GetComponentInChildren <PlayerMovement> ();
+     
         StartCoroutine(SelfDestruct());
         // enemyHealth = GetComponent<EnemyHealth>();
         // anim = GetComponent <Animator> ();
@@ -46,20 +48,20 @@ public class Pickup : MonoBehaviour
         if(playerInRange)
         {
             PickupManager.usedSpawnPoints.Remove(transform.position);            
-            Debug.Log(transform.position);
-        switch (pickupType) {
-          case PickupType.Power:
-            playerShooting.powerOrb();
-            break;
-            
-          case PickupType.Speed:
-            playerMovement.speedOrb();
-            break;
-            
-          case PickupType.Health:
-            playerHealth.healthOrb();
-            break;
-        }
+            // Debug.Log(transform.position);
+            switch (pickupType) {
+              case PickupType.Power:
+                playerShooting.powerOrb();
+                break;
+                
+              case PickupType.Speed:
+                playerMovement.speedOrb();
+                break;
+                
+              case PickupType.Health:
+                playerHealth.healthOrb();
+                break;
+            }
             Destroy(gameObject,0f);
         } 
     } 
diff --git a/Survival Shooter/Assets/Scripts/Player/PlayerHealth.cs b/Survival Shooter/Assets/Scripts/Player/PlayerHealth.cs
index ea88dc8e7a787859b98396955c84a0f469ac38eb..abd3b5227bacc0813874b6438b334279f12bdf94 100644
--- a/Survival Shooter/Assets/Scripts/Player/PlayerHealth.cs	
+++ b/Survival Shooter/Assets/Scripts/Player/PlayerHealth.cs	
@@ -15,7 +15,10 @@ public class PlayerHealth : MonoBehaviour
 
 
     Animator anim;
+
+    AudioSource[] playerAudioArr;
     AudioSource playerAudio;
+    AudioSource orbPickupAudio;
     PlayerMovement playerMovement;
     PlayerShooting playerShooting;
     bool isDead;                                                
@@ -25,7 +28,9 @@ public class PlayerHealth : MonoBehaviour
     void Awake()
     {
         anim = GetComponent<Animator>();
-        playerAudio = GetComponent<AudioSource>();
+        playerAudioArr = GetComponents<AudioSource>();
+        playerAudio = playerAudioArr[0];
+        orbPickupAudio = playerAudioArr[1];
         playerMovement = GetComponent<PlayerMovement>();
         playerShooting = GetComponentInChildren<PlayerShooting>();
 
@@ -83,6 +88,7 @@ public class PlayerHealth : MonoBehaviour
     }
 
     public void healthOrb(){
+        orbPickupAudio.Play();
         if (HPBarManager.maxHealth < 300){
             currentHealth += 20;
             HPBarManager.health += 20;
diff --git a/Survival Shooter/Assets/Scripts/Player/PlayerMovement.cs b/Survival Shooter/Assets/Scripts/Player/PlayerMovement.cs
index fce43250e736f96cadda260784b08f2ae6ebb869..4a4bd3c7bf7964c1d77b032c9c2570b31872da94 100644
--- a/Survival Shooter/Assets/Scripts/Player/PlayerMovement.cs	
+++ b/Survival Shooter/Assets/Scripts/Player/PlayerMovement.cs	
@@ -10,11 +10,16 @@ public class PlayerMovement : MonoBehaviour
     int floorMask;
     float camRayLength = 100f;
 
+    AudioSource[] playerAudioArr;
+    AudioSource orbPickupAudio;
+
     void Awake() {
         floorMask = LayerMask.GetMask("Floor");
         anim = GetComponent <Animator> ();
         playerRigidbody = GetComponent<Rigidbody>();
         speed = initialspeed;
+        playerAudioArr = GetComponents<AudioSource>();
+        orbPickupAudio = playerAudioArr[1];        
     }
 
     void FixedUpdate() {
@@ -53,6 +58,7 @@ public class PlayerMovement : MonoBehaviour
     }
 
     public void speedOrb(){
+      orbPickupAudio.Play();
       if (speed < 10f){
         speed += 0.45f;
         SpeedManager.speed += 1f;
diff --git a/Survival Shooter/Assets/Scripts/Player/PlayerShooting.cs b/Survival Shooter/Assets/Scripts/Player/PlayerShooting.cs
index b2d3096f3834884139f930c17bb1f38617ef255a..b0f8ca5cf9483a87118ac62c4f5b159cf9da4740 100644
--- a/Survival Shooter/Assets/Scripts/Player/PlayerShooting.cs	
+++ b/Survival Shooter/Assets/Scripts/Player/PlayerShooting.cs	
@@ -19,6 +19,7 @@ public class PlayerShooting : MonoBehaviour
     AudioSource[] gunAudioArr;
     AudioSource gunAudio;
     AudioSource critAudio;
+    AudioSource orbPickupAudio;
     Light gunLight;
     float effectsDisplayTime = 0.2f;
     ObjectPooler objectPooler;
@@ -36,6 +37,7 @@ public class PlayerShooting : MonoBehaviour
         gunAudioArr = GetComponents<AudioSource>();
         gunAudio = gunAudioArr[0];
         critAudio = gunAudioArr[1];
+        orbPickupAudio = gunAudioArr[2];
         gunLight = GetComponent<Light>();
 
         critChance = 0;
@@ -127,6 +129,7 @@ public class PlayerShooting : MonoBehaviour
     }
     public void powerOrb()
     {
+        orbPickupAudio.Play();
         if (PowerManager.power < 10)
         {
             damagePerShot += 5;