Trying to play two different clips from one AudioSource(not simultaneously)

So far I have tried:

public AudioClip PotionPickup1;
public AudioClip PotionPickup2;
public AudioClip OrbPickup;

public AudioSource PickupAudio;

void Start() {
GameObject HealthPotionLarge = GameObject.Find (“HealthPotionLarge”);
GameObject HealthPotionSmall = GameObject.Find (“HealthPotionSmall”);
GameObject ManaPotionLarge = GameObject.Find (“ManaPotionLarge”);
GameObject ManaPotionSmall = GameObject.Find (“ManaPotionSmall”);
GameObject ManaOrbLarge = GameObject.Find (“ManaOrbLarge”);

	HealthPotionLarge.gameObject.AddComponent<AudioSource> ();
	HealthPotionSmall.gameObject.AddComponent<AudioSource> ();
	ManaPotionLarge.gameObject.AddComponent<AudioSource> ();
	ManaPotionSmall.gameObject.AddComponent<AudioSource> ();
	ManaOrbLarge.gameObject.AddComponent<AudioSource> ();

	PotionPickup1 = Resources.Load ("Potion_Pick-Up_v1") as AudioClip;
	PotionPickup2 = Resources.Load ("Potion_Pick-Up_v2") as AudioClip;
	OrbPickup = Resources.Load ("Orb_Pick-Up") as AudioClip;

}

void OnTriggerEnter(Collider collision) {
	if (collision.tag == "Player") {
		Player p = collision.gameObject.GetComponent<Player>();
		switch (type) {
		case ItemType.SmallHealthPotion:
		case ItemType.SmallManaPotion:
		case ItemType.LargeHealthPotion:
		case ItemType.LargeManaPotion:
		case ItemType.SmallKey:
			if(Random.Range(0,1) == 0){
				//audio.PlayOneShot (PotionPickup1, .7f);
				PickupAudio.clip = PotionPickup1;
				PickupAudio.loop = false;
				PickupAudio.playOnAwake = false;
				PickupAudio.Play();
			}else {
				//audio.PlayOneShot (PotionPickup2, .7f);
				PickupAudio.clip = PotionPickup2;
				PickupAudio.loop = false;
				PickupAudio.playOnAwake = false;
				PickupAudio.Play();
			}
			if (!p.InventoryFull || item.GetType() == typeof(Key)) {
				item.Pickup(ref p);
				Destroy(gameObject);
			}
			break;
		case ItemType.LargeHealthOrb:
		case ItemType.MediumHealthOrb:
		case ItemType.SmallHealthOrb:
			if (p.Health < p.MaxHealth) {
				((HealthOrb)item).Pickup(ref p);
				audio.PlayOneShot (OrbPickup, 0.7f);
				Destroy(gameObject);
			}
			break;
		case ItemType.LargeManaOrb:
		case ItemType.MediumManaOrb:
		case ItemType.SmallManaOrb:
			if (p.Mana < p.MaxMana) {
				((ManaOrb)item).Pickup(ref p);
				audio.PlayOneShot (OrbPickup, 0.7f);
				Destroy(gameObject);
			}
			break;

***end code I also need the same thing to happen for multiple gameobjects (different potion variations), but its not working, the most recent test i did it gave me this error:

UnassignedReferenceException: The variable PickupAudio of ‘ItemHolder’ has not been assigned.
You probably need to assign the PickupAudio variable of the ItemHolder script in the inspector.
ItemHolder.OnTriggerEnter (UnityEngine.Collider collision) (at Assets/Scripts/Item/Pickup/ItemHolder.cs:89)

please and thank you so much for any help

public AudioSource pickupAudio;
public AudioClip potionPickup1
public AudioClip potionPickup2;
public AudioClip orbPickup;

and then where you want to play a sound, use pickupAudio.PlayOneShot(/*your AudioClip*/, 0.7f)

Make sure your sound files and AudioSource are assigned to the script in the inspector. If you have a lot of sound effects, it may be easier to have an AudioClip array.

As for the error you’re getting, you need to drag the game object which has your PickUpAudio AudioSource on it onto your ItemHolder script in the inspector.