/// <summary>
        /// EDITOR: Initialize the required components of a new AudioEvent when it is first created
        /// </summary>
        /// <param name="outputPos">The position of the Output node in the canvas</param>
        public void InitializeEvent(Vector2 outputPos)
        {
            AudioOutput tempNode = ScriptableObject.CreateInstance <AudioOutput>();

            AssetDatabase.AddObjectToAsset(tempNode, this);
            tempNode.InitializeNode(outputPos);
            this.output = tempNode;
            this.nodes.Add(tempNode);
            EditorUtility.SetDirty(this);
        }
        private void SetBatchProperties(AudioEvent batchEvent)
        {
            AudioOutput op = batchEvent.Output;

            if (this.batchSetBus)
            {
                op.mixerGroup = this.batchBus;
            }
            if (this.batchSetMinVol)
            {
                op.MinVolume = this.batchMinVol;
            }
            if (this.batchSetMaxVol)
            {
                op.MaxVolume = this.batchMaxVol;
            }
            if (this.batchSetMinPitch)
            {
                op.MinPitch = this.batchMinPitch;
            }
            if (this.batchSetMaxPitch)
            {
                op.MaxPitch = this.batchMaxPitch;
            }
            if (this.batchSetLoop)
            {
                op.loop = this.batchLoop;
            }
            if (this.batchSetSpatialBlend)
            {
                op.spatialBlend = this.batchSpatialBlend;
            }
            if (this.batchSetHRTF)
            {
                op.HRTF = this.batchHRTF;
            }
            if (this.batchSetMaxDistance)
            {
                op.MaxDistance = this.batchMaxDistance;
            }
            if (this.batchSetAttenuation)
            {
                op.attenuationCurve = this.batchAttenuation;
            }
            if (this.batchSetDoppler)
            {
                op.dopplerLevel = this.batchDoppler;
            }
        }