SoundVolumeGroup
SoundVolumeGroups are an easy way to control the volume of a group of SoundEvents

SoundVolumeGroup objects are used for grouped live volume control of multiple SoundEvents. You can assign them in the SoundEvent settings. It is perfect for quickly mixing the volume of a large group of sounds. It also supports +12dB volume if you βEnable Volume Increaseβ in the SoundManager. The volume is not meant to be changed at runtime in builds. If you want to control the volume in builds, take a look at the TemplateSoundVolumeManager script. All SoundVolumeGroup objects are multi-object editable. Example use: Add the same SoundVolumeGroup to all e.g. gunshot SoundEvents so you quickly can change their volumes.
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.
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