//impact/metal,wood/Big,Small
    //impact/body/Wood,Metal/Big,Small
    //swing/metal,wood/Big,Small

    void LoadSounds()
    {
        var sd = new SoundData();

        sd.SetDictionary(AudioClipsMap);

        sd.SetMaterial(SoundData.Type.Blunt)
        .SetSoundType(SoundData.Impact.Heavy)
        .SetSize(SoundData.Size.None)
        .SetTarget(SoundData.Target.Object)
        .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + impact + wood + big));

        sd.SetSoundType(SoundData.Impact.Light)
        .SetTarget(SoundData.Target.Object)
        .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + impact + wood + small));

        sd.SetSoundType(SoundData.Swing.Heavy)
        .SetSize(SoundData.Size.Big)
        .SetTarget(SoundData.Target.None)
        .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + swing + wood + big));

        sd.SetSoundType(SoundData.Swing.Light)
        .SetSize(SoundData.Size.Small)
        .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + swing + wood + small));

        sd.SetMaterial(SoundData.Type.Sword)
        .SetSoundType(SoundData.Impact.Heavy)
        .SetSize(SoundData.Size.None)
        .SetTarget(SoundData.Target.Object)
        .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + impact + metal + big));

        sd.SetSoundType(SoundData.Impact.Light)
        .SetTarget(SoundData.Target.Object)
        .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + impact + metal + small));

        sd.SetSoundType(SoundData.Swing.Heavy)
        .SetSize(SoundData.Size.Big)
        .SetTarget(SoundData.Target.None)
        .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + swing + metal + big));

        sd.SetSoundType(SoundData.Swing.Light)
        .SetSize(SoundData.Size.Small)
        .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + swing + metal + small));

        sd.SetMaterial(SoundData.Type.Sword)
        .SetSoundType(SoundData.Impact.Heavy)
        .SetSize(SoundData.Size.None)
        .SetTarget(SoundData.Target.Body)
        .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + impact + body + metal + big));

        sd.SetSoundType(SoundData.Impact.Light)
        .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + impact + body + metal + small));

        sd.SetMaterial(SoundData.Type.Blunt)
        .SetSoundType(SoundData.Impact.Heavy)
        .SetSize(SoundData.Size.None)
        .SetTarget(SoundData.Target.Body)
        .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + impact + body + wood + big));

        sd.SetSoundType(SoundData.Impact.Light)
        .AddToMap(Resources.LoadAll <AudioClip>(soundRoot + impact + body + wood + small));
    }