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 videoarrow-up-right 0:00arrow-up-right Intro 0:19arrow-up-right Features 1:31arrow-up-right Outro

Sonity - Quickstart Tutorial

Link to videoarrow-up-right 0:00arrow-up-right Intro 0:19arrow-up-right Installation 0:49arrow-up-right Asset Creation 1:41arrow-up-right Asset Editing 2:53arrow-up-right SoundTrigger Implementation 3:15arrow-up-right C# Implementation 4:34arrow-up-right Outro

Sonity - Realistic Gun Sounds Tutorial

Link to videoarrow-up-right 0:00arrow-up-right Intro 0:45arrow-up-right Distance Crossfades 3:22arrow-up-right Pistol Shot Editing 4:30arrow-up-right Adding SoundTags 5:44arrow-up-right Play Shot Sound in C# 6:42arrow-up-right Set Global SoundTags 8:07arrow-up-right Mixing Reflections 8:46arrow-up-right Using the Lowpass Filter 10:00arrow-up-right Using Distortion 10:41arrow-up-right Outro

Sonity - SoundPhysics & Intensity Tutorial

Link to videoarrow-up-right 0:00arrow-up-right Introduction 1:45arrow-up-right SoundPhysics Basic: Impact and Intensity, Crossfading velocity layers 9:55arrow-up-right SoundPhysics Intermediate: Friction, Exit and OnTrigger 16:56arrow-up-right SoundPhysics Advanced A: Using SoundPhysicsConditions 21:52arrow-up-right SoundPhysics Advanced B: Using SoundTags 32:09arrow-up-right Outro

Sonity 1.0.6 - The Big Volume & Debug Update

Link to videoarrow-up-right 0:15arrow-up-right Introduction 0:29arrow-up-right SoundEvent Base Settings 1:02arrow-up-right AudioMixerGroup Legacy Conversion 1:34arrow-up-right Enable Volume Increase 3:41arrow-up-right Log SoundEvents 4:16arrow-up-right SoundEvents Debug Settings 4:44arrow-up-right Editor Tools 5:21arrow-up-right Editor Tools - Reference Finder 5:34arrow-up-right Editor Tools - Select Same Type 5:54arrow-up-right Editor Tools - Selection History 6:29arrow-up-right Notes Fields 6:49arrow-up-right SoundPresets 8:44arrow-up-right AudioListenerDistance 10:37arrow-up-right Outro

Sonity 1.1.1 - Steam Audio, PlayMaker + tips & tricks

Link to videoarrow-up-right 0:08arrow-up-right Whats New 0:25arrow-up-right Steam Audio Integration 5:40arrow-up-right PlayMaker Integration 6:37arrow-up-right 2D/3D Information Panel 8:04arrow-up-right Tip: Volume Increase with AudioMixerGroups 9:32arrow-up-right Tip: Legacy support for PlayMusic and Play2D 10:13arrow-up-right Outro

Installation

  1. After purchase, go to the Package Manager, show β€œMy Assets” and search for β€œSonity”.

  2. Then click on β€œSonity” and press β€œDownload”, then β€œImport”.

  3. It should be located at β€œAssets\Plugins\Sonity”

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πŸ’‘ TIP - Materials for URP

If materials are pink or transparent, select all β€œExampleMaterial” and upgrade to URP with: Edit β†’ Rendering β†’ Materials β†’ Convert Selected Built-in Materials to URP.

Upgrade

  1. Backup your project before adding or updating Sonity.

  2. Delete the whole Sonity folder if it says so in the Sonity Changelog.txt.

  3. Import and install the latest version of Sonity from the Asset Store.

  4. Restart Unity if needed.

How to Upgrade Free Trial

Just delete the β€œSonity” folder and import the paid versionarrow-up-right of Sonity, all assets created with the free trialarrow-up-right will continue to work.

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πŸ’‘ TIP - Upgrading

If you’re upgrading from an earlier version you might need to remove the whole β€œSonity” folder in the project. And if youΒ΄re still having trouble, try removing the β€œ.asmdef” files, search for β€œt:asmdef Sonity.” 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 β€œSoundManager” or add the β€œSonity - Sound Manager” component to an empty GameObject in the scene.

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❕ Tip: Don’t 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 β€œCreate” β†’ β€œSonity” β†’ β€œCreate Assets from Selection” 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:

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❕ Tip: Don’t 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:

More info at SoundEvent.

Shortcuts

These are the default shortcuts used by Sonity and Sonity Tools. You can customize them at Edit β†’ Shortcuts.

Shortcut
Command

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 πŸ” /Find References for Selected Assets

Ctrl+Alt+A

Reference Finder πŸ” /Open Reference Finder Window

Ctrl+Alt+Shift+A

Select Same Type πŸ‘† /In Folder

Select Same Type πŸ‘† /In Subfolders

U

Selection History πŸ“œ /Back

Shift+U

Selection History πŸ“œ /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 β€œSonity” namespace. Then make a public β€œSoundEvent” 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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