SoundTag

SoundTags can be used to trigger other SoundEvents in a SoundEvent

SoundTag objects are passed to modify how a SoundEvent should be played. You can assign them in the SoundEvents SoundTag section. You can either pass them when playing a SoundEvent for setting the local SoundTag. Or you can set the global SoundTag in the SoundManager.

This is useful for e.g; weapon reverb zones. You can set the SoundTag corresponding to the acoustic space which the listener is in. And when you play the SoundEvent, your gun reflection layers can correspond to the acoustic space.

Used in a SoundEvent:

Notes At the top of the SoundTag there is a text field which you can fill with notes.

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 πŸ”Š/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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