Getting Started
How to get started using Sonity
Video Tutorials
A great way to get started is watching the tutorial videos.
Sonity - Showcase
Link to video 0:00 Intro 0:19 Features 1:31 Outro
Sonity - Quickstart Tutorial
Link to video 0:00 Intro 0:19 Installation 0:49 Asset Creation 1:41 Asset Editing 2:53 SoundTrigger Implementation 3:15 C# Implementation 4:34 Outro
Sonity - Realistic Gun Sounds Tutorial
Link to video 0:00 Intro 0:45 Distance Crossfades 3:22 Pistol Shot Editing 4:30 Adding SoundTags 5:44 Play Shot Sound in C# 6:42 Set Global SoundTags 8:07 Mixing Reflections 8:46 Using the Lowpass Filter 10:00 Using Distortion 10:41 Outro
Sonity - SoundPhysics & Intensity Tutorial
Link to video 0:00 Introduction 1:45 SoundPhysics Basic: Impact and Intensity, Crossfading velocity layers 9:55 SoundPhysics Intermediate: Friction, Exit and OnTrigger 16:56 SoundPhysics Advanced A: Using SoundPhysicsConditions 21:52 SoundPhysics Advanced B: Using SoundTags 32:09 Outro
Sonity 1.0.6 - The Big Volume & Debug Update
Link to video 0:15 Introduction 0:29 SoundEvent Base Settings 1:02 AudioMixerGroup Legacy Conversion 1:34 Enable Volume Increase 3:41 Log SoundEvents 4:16 SoundEvents Debug Settings 4:44 Editor Tools 5:21 Editor Tools - Reference Finder 5:34 Editor Tools - Select Same Type 5:54 Editor Tools - Selection History 6:29 Notes Fields 6:49 SoundPresets 8:44 AudioListenerDistance 10:37 Outro
Sonity 1.1.1 - Steam Audio, PlayMaker + tips & tricks
Link to video 0:08 Whats New 0:25 Steam Audio Integration 5:40 PlayMaker Integration 6:37 2D/3D Information Panel 8:04 Tip: Volume Increase with AudioMixerGroups 9:32 Tip: Legacy support for PlayMusic and Play2D 10:13 Outro
Installation
After purchase, go to the Package Manager, show βMy Assetsβ and search for βSonityβ.
Then click on βSonityβ and press βDownloadβ, then βImportβ.
It should be located at βAssets\Plugins\Sonityβ
π‘ TIP - Materials for URP
If materials are pink or transparent, select all βExampleMaterialβ and upgrade to URP with: Edit β Rendering β Materials β Convert Selected Built-in Materials to URP.

Upgrade
Backup your project before adding or updating Sonity.
Delete the whole Sonity folder if it says so in the Sonity Changelog.txt.
Import and install the latest version of Sonity from the Asset Store.
Restart Unity if needed.
How to Upgrade Free Trial
Just delete the βSonityβ folder and import the paid version of Sonity, all assets created with the free trial will continue to work.
π‘ TIP - Upgrading
If youβre upgrading from an earlier version you might need to remove the whole βSonityβ folder in the project. And if youΒ΄re still having trouble, try removing the β.asmdefβ files, search for βt:asmdef Sonity.β and then re-import those files again. Also, if you have your own .asmdef files in your project, you might have to reference both Sonity Runtime .asmdef files to use Sonity.
Adding the SoundManager
The SoundManager is used to play sounds and manage global settings. An instance in the scene is required to play SoundEvents. You can either add the pre-made prefab called βSoundManagerβ or add the βSonity - Sound Managerβ component to an empty GameObject in the scene.
β Tip: Donβt forget to set up the Distance Scale to match the scale of your project.Tip:
More info at SoundManager Component.

Asset Creation
The asset hierarchy for playing sounds is: AudioClip β SoundContainer β SoundEvents If you have a bunch of AudioClips in your project, just select them (or their folder). Then right click to bring up the βCreateβ β βSonityβ β βCreate Assets from Selectionβ menu and press the desired button.
More info at Create Assets From Selection.

Asset Editing
The SoundContainers and SoundEvents contain the settings of how your sounds are played. They are made of scriptable objects, so all changes you make in runtime are updated live and saved. All Sonity scriptable objects and components are multi-object editable.
SoundContainer Intro

SoundContainers are the building blocks of Sonity. They contain AudioClips and options of how the sound should be played. All SoundContainers are multi-object editable.
Overview of settings:
β Tip: Donβt forget to use the presets.
More info at SoundContainer.
SoundEvent Intro

SoundEvents are what you play in Sonity. They contain SoundContainers and options of how the sound should be played. All SoundEvents are multi-object editable.
Overview of settings:
Trigger another SoundEvent on Play, Stop, Tail, Tag
More info at SoundEvent.
Shortcuts
These are the default shortcuts used by Sonity and Sonity Tools. You can customize them at Edit β Shortcuts.
Create Assets From Selection/SC from AudioClips Multiple
Create Assets From Selection/SC from AudioClips Single
Ctrl+Shift+Q
Create Assets From Selection/SC+SE from AudioClip Group Multiple SE
Ctrl+Shift+W
Create Assets From Selection/SC+SE from AudioClip Group Single SE
Create Assets From Selection/SE from SC Multiple
Create Assets From Selection/SE from SC Single
Ctrl+Alt+Shift+F
Reference Finder π /Find References for Selected Assets
Ctrl+Alt+A
Reference Finder π /Open Reference Finder Window
Ctrl+Alt+Shift+A
Select Same Type π /In Folder
Select Same Type π /In Subfolders
U
Selection History π /Back
Shift+U
Selection History π /Forward
Ctrl+Q
Sound Preview - Play
Ctrl+W
Sound Preview - Stop
Create Assets From Selection Shortcuts Ctrl+Shift+Q - SC+SE from AudioClip Group Multiple SE Ctrl+Shift+W - SC+SE from AudioClip Group Single SE
Preview Shortcuts Ctrl+Q - Play (Previews the selected SoundEvent or SoundContainer). Ctrl+W - Stop (Stops any playing preview of SoundEvents and SoundContainers, press two times to skip fade out).
Timeline Shortcuts & Controls Zoom: Mousewheel scroll. Pan: Mousewheel hold and drag (or left mouse button also if outside of item). Volume: Hold and drag top of item up/down or click on the volume to write the decibel value. Move item: Hold and drag on item left/right. Focus on items: F
Playing with SoundTrigger
To play a SoundEvent, create a gameobject and add a SoundTrigger component to it. Then select the SoundEvent you want to play and when you want it to play like in the example below:
More info at SoundTrigger.

Playing with C#
To play a SoundEvent, create a C# script and include the βSonityβ namespace. Then make a public βSoundEventβ property, select the desired SoundEvent in the inspector. Use the functions of the SoundEvent to play and stop your SoundEvents like in the example below.
More info at SoundEvent Functions and the SoundManager Functions.
Example code:
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