SoundPolyGroup
Use SoundPolyGroups to limit the polyphony for optimizing your voice count

SoundPolyGroup objects are used to create a polyphony limit shared by multiple different SoundEvents. You can assign them in the SoundEvent settings. The priority for voice allocation is calculated by multiplying the priority set in the SoundEvent by the volume of the instance. A perfect use case would be to have a SoundPolyGroup for all bullet impacts of all the different materials so that when combined, they donโt use too many voices. If you want simple individual polyphony control, use the polyphony modifier on the SoundEvent. All SoundPolyGroup objects are multi-object editable.
Notes At the top of the SoundPolyGroup there is a text field which you can fill with notes.
Polyphony Limit The maximum number of SoundEvents which can be played at the same time in this SoundPolyGroup.
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 ๐/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.
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