SoundDataGroup
Allows you to group your SoundEvents for loading and unloading of audio data

SoundDataGroup objects are used to easily load and unload the audio data of the SoundEvents. All SoundDataGroup objects are multi-object editable.
Notes At the top of the SoundDataGroup there is a text field which you can fill with notes.
Child SoundDataGroups Nesting SoundDataGroups makes it easy to load/unload all audio data or just parts of it.
SoundEvents The SoundEvent whoms audio data will be loaded or unloaded
Drop SoundEvents/Folders Here Here you can drag and drop SoundEvents or folders with SoundEvents in them.
Functions Load/Unload
includeChildren
If to load/unload all the audio data of all the child SoundDataGroups also.
Asset GUID
The ID of an asset is cached in the editor because in some cases when using addressables a single scriptable object might be instantiated multiple times. This might lead to problems where a simple "Object == Object" check will return false, but a "ID == ID" will return true. If you are upgrading Sonity and use addressable assets you probably want to select all Sonity scriptable objects and run: "Tools/Sonity π/Set Selected Assets as Dirty (Force Reserialize for Resave)" which will force the assets to cache the GUIDs. You can search t:SoundEvent, t:SoundContainer, t:SoundTag, t:SoundPolyGroup, t:SoundDataGroup, t:SoundMix, t:SoundPhysicsCondition to find all objects. If no GUID is cached then it will use the InstanceID in builds. The free trial version doesn't have full functionality.
Last updated